Re: [android-developers] Re: options menu items

2010-02-04 Thread Sean Hodges
No, you cannot adjust the theme or layout of the default options menu
(see http://code.google.com/p/android/issues/detail?id=4441). However,
you can intercept the "Menu" button press and draw your own menu...


On Thu, Feb 4, 2010 at 4:25 PM, Robert Nekic  wrote:
> I was about to start looking into this, too.  I have several items in
> a "More" menu and I would like to slightly adjust the height of each
> item.  I assumed I would discover a way to supply a layout definition
> for the menu items but this is not possible?
>
>
>
> On Feb 4, 10:38 am, skink  wrote:
>> On Feb 4, 2:27 pm, manigault  wrote:
>>
>> > Hi all,
>> > I want to customize option menu items. I can change icon when
>> > selecting using a selector but how can i change the text color during
>> > selection. If it was TextView i could use again selector for textColor
>> > property but for menu items there is only resource for textValue not
>> > for textColor. So my question is how can i change the textColor of
>> > MenuItems on selection.
>>
>> unfortunately, you can't
>>
>> pskink
>
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Re: [android-developers] Re: How to run android application from super user(administrator) mode

2010-02-08 Thread Sean Hodges
Are you using a rooted phone?

Elevated privileges will be refused on a stock build. I'm not sure
what the actual effect will be. I would expect a SecurityException,
but it's possible that the "su" program is simply not visible to
user-space processes.

Also, you are not specifying the full path to the su program, I doubt
it will be included in your PATH.

What is it you're trying to achieve? That code looks very vulnerable
to attacks...


On Mon, Feb 8, 2010 at 10:51 AM, Asif k  wrote:
> I got somewhere on the net following code, I tried to execute but it
> throws "broken pipe: IOException" at
>
> os.writeBytes(single + "\n"); line
>
>
> Following is the code..
>
> Process process = Runtime.getRuntime().exec("su"); DataOutputStream?
> os = new DataOutputStream?(process.getOutputStream());
> DataInputStream? osRes = new DataInputStream?
> (process.getInputStream()); for (String single : commands) {
>
> os.writeBytes(single + "\n"); os.flush(); res.add(osRes.readLine());
> } os.writeBytes("exit\n"); os.flush(); process.waitFor();
>
>
> Any idea..
> Please help...
> Asif
>
> On Feb 4, 6:23 pm, Asif k  wrote:
>> Is it possible to spawn a new process from the activity with su mode
>> and then run the script??
>> i had given the shell script as bellow but does not give fruitful
>> output,
>>
>> stored in the device: /data/local/hello.sh
>> #!/system/bin/sh
>> (ifconfig wlan0 up)su
>> exit
>>
>> and form Java code,
>>
>> Process process = Runtime.getRuntime.exec("/data/local/hello.sh");
>>
>> Can anyone please help me on this
>>
>> Thanks,
>> Asif
>> On Feb 4, 11:39 am, Asif k  wrote:
>>
>>
>>
>> > Hi all,
>>
>> >    I am running a shell script stored in the device from android
>> > application by creating instance of Process class.
>> >   But my script has commands which will be executed only in "su" mode.
>> > any idea how to accomplish this?
>>
>> > Thanks,
>> > Asif- Hide quoted text -
>>
>> - Show quoted text -
>
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Re: [android-developers] Re: What's his name?

2010-02-08 Thread Sean Hodges
Terence


On Mon, Feb 8, 2010 at 12:54 PM, Carl Whalley
 wrote:
> Mikey
>
> Android Academy http://www.androidacademy.com
>
> On Feb 8, 1:59 am, tora  wrote:
>> Hello,
>>
>> I have a simple question.
>>
>> What's his name?http://www.android.com/intl/ja/media/android_vector.jpg
>>
>> According to this site, his name is [ android robot 
>> ]http://www.android.com/branding.html
>>
>> And according to this site, his name is [ Droid 
>> ]http://www.android.com/intl/ja/media/goodies.html
>>
>> Or some japanese sites said, his name is [ Goodies ]
>>
>> Which is correct?
>
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Re: [android-developers] Standard Android Music Player

2010-02-09 Thread Sean Hodges
Accroding to a comment in the OpenIntents site
(http://www.openintents.org/en/node/112), this should work:

Intent intent = new Intent(android.content.Intent.ACTION_VIEW);
Uri data = Uri.parse("file:///sdcard/song.mp3");
String type = "audio/mp3";
intent.setDataAndType(data, type);
startActivity(intent);

Haven't tested it though.


On Mon, Feb 8, 2010 at 7:21 AM, Nick Mitin  wrote:
> Is there any way to pass a file or a playlist to a standard Android
> Music Player? I guess almost all applications, for instance, i Music
> do it.
>
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Re: [android-developers] problems using SCREEN_DIM_WAKE_LOCK

2010-02-09 Thread Sean Hodges
Sorry to ask the obvious, but are you sure you have the
"android.permission.WAKE_LOCK" permission declared in your
AndroidManifest.xml?


On Tue, Feb 9, 2010 at 3:11 PM, guich  wrote:
> Hi,
>
> I'm trying to programatically turn the screen off and on, while keep
> the app running.
>
> If i try this code:
>
> final PowerManager pm = (PowerManager)
> loader.getSystemService(Context.POWER_SERVICE);
> AndroidUtils.debug("creating lock");
> screenLock = pm.newWakeLock(PowerManager.SCREEN_DIM_WAKE_LOCK,
> "TotalCross");
> AndroidUtils.debug("lock: "+screenLock);
> screenLock.acquire();
> AndroidUtils.debug("acquired: "+screenLock);
>
> ... then the application stops at the "acquire" method call
> ("acquired" is never printed).
>
> If i change to:
>
> PowerManager pm = (PowerManager)
> loader.getApplication().getSystemService(Context.POWER_SERVICE);
>
> (note the getApplication()), then i get:
> java.lang.SecurityException: Neither user 10030 nor current process
> has android.permission.WAKE_LOCK.
>
> Am I missing something here?
>
> thanks
>
>   guich
>
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Re: [android-developers] Re: problems using SCREEN_DIM_WAKE_LOCK

2010-02-09 Thread Sean Hodges
You need this permission:



Be sure to have a read up on the permissions framework, it's pretty
fundamental to Android development.
http://developer.android.com/intl/fr/guide/topics/security/security.html#permissions

SCREEN_DIM_WAKE_LOCK does not dim the screen. It prevents the screen
from automatically turning off (hence the "wake lock" bit), whilst
still allowing the backlight to turn off. The developer docs describe
the command as a "Wake lock that ensures that the screen is on (but
may be dimmed); the keyboard backlight will be allowed to go off."

It sounds like what you really want is to manipulate the screen
brightness in the system settings. I haven't done this before, but you
could try something like:

Settings.System.putInt(getContentResolver(),
Settings.System.SCREEN_BRIGHTNESS, 10);

Take a look at the manual for more info...
http://developer.android.com/intl/fr/reference/android/provider/Settings.System.html



On Tue, Feb 9, 2010 at 3:35 PM, guich  wrote:
> Thanks! Not so obvious to me. :-)
> Where can i see the permissions that have to be set in order to get
> access to a feature? I couldn't find anything in the documentation.
>
> Well, now the lock works, but the screen is still BRIGHT! I'm using a
> G2. Maybe this doesn't work in a G2?
>
> greetings,
>
>   guich
>
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Re: [android-developers] Playing Video in App Widget

2010-02-10 Thread Sean Hodges
You can't play video inside an AppWidget.

On Wed, Feb 10, 2010 at 12:42 PM, Narendra Bagade
 wrote:
> I want to play video,how can i achieve?
> I tried this code but ,it is playing only audio means i can hear only sound
> but video is not display on emmulater screen?
>
> can any guide what mistake I am doing?
>
> setContentView(R.layout.
>
> main);
>
> mp =MediaPlayer.create(this, R.raw.video);
>
> preview=(SurfaceView)findViewById(R.id.SurfaceView01);
>
> holder=preview.getHolder();
>
> holder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
>
> mp.setDisplay(holder);
>
> mp.start();
>
>
> Thanks,
> Narendra
>
> On Wed, Feb 10, 2010 at 6:03 PM, Mark Murphy 
> wrote:
>>
>> > I wanted to know , can we have a home screen widget in which we can
>> > play a video?
>>
>> No, sorry.
>>
>> --
>> Mark Murphy (a Commons Guy)
>> http://commonsware.com
>> Android App Developer Books: http://commonsware.com/books.html
>>
>>
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>
>
> --
> Regards,
>
> Narendra B
> 9632382960,
> Bangalore.
>
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Re: [android-developers] Multitouch seems badly broken on Nexus One 2.1-update1

2010-02-12 Thread Sean Hodges
I think what Dianne is saying is that the values you are seeing are
what is raw data returned from the sensor, it's not normalised for
multi-touch games, or for any particular purpose.

My understanding is that the values returned have different coordinate
spaces, and have a tendency to "jump" about when used directly (I
suspect this second issue is more an artefact of the device-specific
screen sensitivity, dents, scratches and the impact of screen
protectors).

Take a look at Luke Hutchison's multi-touch controller, it might
provide a suitable wrapper for your requirements:

http://lukehutch.wordpress.com/2010/01/06/my-multi-touch-code-ported-to-eclair/



On Fri, Feb 12, 2010 at 8:39 AM, Kevin Duffey  wrote:
> Ugh..sorry.. I hate using my moto droid to reply.. fat fingers and a
> horrible physical keyboard don't go together.
> Dianne, I don't understand your response.. it's quite clear from several
> developers that the multi-touch has problems severe enough that
> it's deterring game developers and others that would use it. You're saying
> that it's normal behavior for the multi-touch to change the location of 2
> touches such that one of them is completely not in the location of where you
> touched it? Is this an Android platform issue with how it handles sensor
> data.. or are you saying that the G1, myTouch, Nexus One and Moto Droid (not
> sure about others) ALL have built their touch sensors to purposely report
> this sort of behavior when you touch, then release, then touch again as
> Robert and several other posters have state is happening?
>
>
> On Thu, Feb 11, 2010 at 7:46 PM, Dianne Hackborn 
> wrote:
>>
>> On Thu, Feb 11, 2010 at 6:10 PM, Kevin Duffey  wrote:
>>>
>>> So what I want to know is what is being done about this?  Is there a bug
>>> file and if so is it
>>
>> This is how the sensor hardware works.  It is essentially the same sensor
>> as the G1 and myTouch.  Please don't file a bug about it.
>> --
>> Dianne Hackborn
>> Android framework engineer
>> hack...@android.com
>>
>> Note: please don't send private questions to me, as I don't have time to
>> provide private support, and so won't reply to such e-mails.  All such
>> questions should be posted on public forums, where I and others can see and
>> answer them.
>>
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Re: [android-developers] Re: Multitouch seems badly broken on Nexus One 2.1-update1

2010-02-15 Thread Sean Hodges
eb 12, 4:55 pm, Robert Green  wrote:
>>> > > > Luke's code cleans up some basic stuff like gestures involving
>>> > > > pinching but it can not fix the two independent point problem.
>>> > > > Currently, even with his code which filters out some noise, it is
>>> > > > impossible to have a reliable control system involving two
>>> > > > independent
>>> > > > virtual joysticks placed along the same axis.  So many iPhone games
>>> > > > have that and I was actually planning it for my new release but
>>> > > > unfortunately it will not work.  I'm talking about the controls
>>> > > > where
>>> > > > you've got a touchable joystick on the bottom left and another one
>>> > > > on
>>> > > > the bottom right.  It's very common but currently impossible on
>>> > > > Android because of the hardware (though I'd really like to see some
>>> > > > raw data because looking through the core service classes, there is
>>> > > > a
>>> > > > LOT of difficult-to-read code that seems to hack up the values
>>> > > > quite a
>>> > > > bit).
>>> >
>>> > > > I'll wrote a littlemultitouchvisualizer kind of like Luke's but
>>> > > > aimed more at showing what you can and can't do with a game control
>>> > > > system.  I'll post the APK so everyone can see what I'm talking
>>> > > > about.
>>> >
>>> > > > Multitouchdefinitely works better on the Droid than on the HTC
>>> > > > screens but I saw many similar issues involving interactions
>>> > > > between
>>> > > > the two touched spots.  It doesn't seem to flip axis as much as the
>>> > > > HTC screens, though.
>>> >
>>> > > > This really is unfortunate for the platform as a whole that the
>>> > > > screens are so weak with this feature.  I guess us game guys will
>>> > > > just
>>> > > > have to get a little more creative with our designs.
>>> >
>>> > > > On Feb 12, 2:30 pm, Kevin Duffey  wrote:
>>> >
>>> > > > > Ok.. thanks for the pointer Sean. So question for you and
>>> > > > > Dianne..
>>> > > being on
>>> > > > > the platform team.. if his code works so well.. supposedly better
>>> > > > > than
>>> > > the
>>> > > > > OTA updates for Nexus.. why not just replace what is in Android..
>>> > > > > or
>>> > > add it
>>> > > > > some how so that all of us developers can have this corrected
>>> > > > > data?
>>> > > Maybe I
>>> > > > > read incorrectly, but from what you and Dianne are saying, the
>>> > > > > issues
>>> > > the
>>> > > > > rest of the guys talk about.. where by touching one place, then a
>>> > > > > 2nd..
>>> > > then
>>> > > > > lifting one finger, then touch again and the wrong data being
>>> > > > > sent..
>>> > > this
>>> > > > > has to do with the massive events being sent and the confusion
>>> > > > > lies in
>>> > > that
>>> > > > > the MotionEvent is reporting incorrect data..but somewhere in
>>> > > > > there is
>>> > > the
>>> > > > > correct data.. and from what it looks like, Lukehutch's code
>>> > > > > resolves
>>> > > that
>>> > > > > issue?
>>> >
>>> > > > > If that is correct, great.. maybe Robert Green and others can
>>> > > > > take that
>>> > > > > class of his and retrofit it and report back on this thread if it
>>> > > works. But
>>> > > > > if so, why not put that into the core of the framework for all to
>>> > > benefit?
>>> > > > > Clearly this has been a problem for the likes of Robert and
>>> > > > > others who
>>> > > have
>>> > > > > done great work with game development and are complaining that
>>> > > > > it's
>>> > > ruining
>>> >

Re: [android-developers] Re: programatically press a button

2010-02-15 Thread Sean Hodges
Well, the two things I can tell you about it is:

1) They show exactly how they did it by giving you the source code.

2) They don't show you how to programatically send "Menu" or "End
Call" button presses, because it is not possible to simulate those
buttons (as Mark stated already).

Those hardware buttons are restricted to application developers, you
can't simulate them. You also can't end *any* active call from your
app, which is what the "End Call" button obviously does. The one thing
you can do is make your options menu appear without requiring the menu
button (I've not tested this):

http://groups.google.com/group/android-developers/browse_thread/thread/7c04ceb0baf32750/49df915f430d8f84?lnk=st&q=#49df915f430d8f84

But this does not involve simulating key presses.


On Mon, Feb 15, 2010 at 9:28 AM, saru  wrote:
> hey, Please tell me about 
> http://davanum.wordpress.com/2007/12/19/android-simulate-key-strokes/.
> How they did it
>
> On Feb 14, 7:17 pm, Mark Murphy  wrote:
>> saru wrote:
>> > Hey i want to write a program in android to press  menu button or end
>> > button or answer button automatically.
>>
>> You can't, sorry.
>>
>> --
>> Mark Murphy (a Commons 
>> Guy)http://commonsware.com|http://twitter.com/commonsguy
>>
>> Android Consulting/App Development:http://commonsware.com/consulting
>
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Re: [android-developers] Re: programatically press a button

2010-02-15 Thread Sean Hodges
The back button is fine, but you can't simulate the exact behaviour of
the home button. For example, bringing up the recent apps menu when
long pressing it.

Good work-around for some scenarios though.


On Mon, Feb 15, 2010 at 10:36 AM, Houcem Berrayana
 wrote:
> I had exactelly the same problem as you. Using that piece of code I
> could simulate Home and Back key events.
> Regards,
>
> On 15 fév, 10:52, Sean Hodges  wrote:
>> Well, the two things I can tell you about it is:
>>
>> 1) They show exactly how they did it by giving you the source code.
>>
>> 2) They don't show you how to programatically send "Menu" or "End
>> Call" button presses, because it is not possible to simulate those
>> buttons (as Mark stated already).
>>
>> Those hardware buttons are restricted to application developers, you
>> can't simulate them. You also can't end *any* active call from your
>> app, which is what the "End Call" button obviously does. The one thing
>> you can do is make your options menu appear without requiring the menu
>> button (I've not tested this):
>>
>> http://groups.google.com/group/android-developers/browse_thread/threa...
>>
>> But this does not involve simulating key presses.
>>
>>
>>
>> On Mon, Feb 15, 2010 at 9:28 AM, saru  wrote:
>> > hey, Please tell me 
>> > abouthttp://davanum.wordpress.com/2007/12/19/android-simulate-key-strokes/.
>> > How they did it
>>
>> > On Feb 14, 7:17 pm, Mark Murphy  wrote:
>> >> saru wrote:
>> >> > Hey i want to write a program in android to press  menu button or end
>> >> > button or answer button automatically.
>>
>> >> You can't, sorry.
>>
>> >> --
>> >> Mark Murphy (a Commons 
>> >> Guy)http://commonsware.com|http://twitter.com/commonsguy
>>
>> >> Android Consulting/App Development:http://commonsware.com/consulting
>>
>> > --
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Re: [android-developers] Re: Failed to fetch URL https://dl-ssl.google.com/android/repository/repository.xml

2010-02-15 Thread Sean Hodges
On Mon, Feb 15, 2010 at 12:47 PM, Ashish Srivastava
 wrote:
> This is really bad behavior. None of you are trying to solve the
> problem for people with Proxy + Authentication enabled. It's really
> that people are being truly selfish. Shame on the community.

Did it occur to you that nobody has an answer for this question, and
those that might haven't seen it?

Where is your answer / suggestion?


>
>> > On Jan 4, 9:31 am, teryz  wrote:
>>
>> > > I have a problem using AndroidSDKUpdater (revision 4). For the
>> > > record I'm under win xp 32-bits, jdk 1.6.
>> > > I set up the "Force https://... sources to be fetched using http://
>> > > This seemed to work fine but as I am behing a (corporate)proxyI also
>> > > filled theproxyserver and port settings, however thisproxyrequires
>> > > a user/passwordand I can't find a way to give Android Updater aproxy
>> > > authentication as no authentication box pops up when I try downloading
>> > > updates and I have a
>> > > " response code: 407 for 
>> > > URL:http://dl-ssl.google.com/android/repository/repository.xml";
>> > > when refreshing sources.
>>
>> > > If someone can help...
>>
>> > > Teryz.
>>
>> > > On 4 déc 2009, 09:30, Cédric Berger  wrote:
>>
>> > > > 2009/10/29 Cédric Berger :
>>
>> > > > > 2009/10/29 Cédric Berger :
>> > > > >> I can't download through aproxyrequiring authentication.
>>
>> > > > >> I had to select force http, and put user/passwordforproxyin JVM
>> > > > >> command line. This way I can get the list of available updates.
>> > > > >> But when trying to download, it stays stuck (looks like it waits for
>> > > > >> user/password, but no prompt).
>>
>> > > > > Oh in fact it is ok. Through a secondproxy(with authentication too)
>> > > > > it worked. Looks like the firstproxy(a bit more restrictive) blocked
>> > > > > the downloading url. (I could not check why since the URL is not
>> > > > > shown)
>>
>> > > > What is the download URL ?
>> > > > Because I still have problems with theproxyI use. I can download
>> > > > updates metadata, but when trying to install, it hangs.
>> > > > I suspect theproxyblocks the download URL (but 
>> > > > nothttp://dl-ssl.google.com/android/repository/repository.xml)... how
>> > > > can I check what this download url is  (so I could ask for correction
>> > > > in theproxyrules) ?
>>
>>
>
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Re: [android-developers] Re: Appwidget with fast updating needed ...

2010-02-15 Thread Sean Hodges
I was puzzling over this one, but I agree that a new home screen is a
good idea. It will give you the flexibility you need to display custom
views, at a suitable refresh rate.

You will, however, have to deal with all the resource consumption
issues that go with it. A 5fps update on the home screen is likely to
drain the battery pretty badly when the phone is idle.

On Mon, Feb 15, 2010 at 7:16 PM, Mark Murphy  wrote:
> JP wrote:
>> Yeah, it would be desirable to also get a more sophisticated view
>> model. Ideally one that allows the reuse of whatever dynamic was
>> developed for the main app, in the spirit of polymorphism. But here we
>> are, and the current model won't change, I take that for certain.
>
> If you want something updating on the home screen every second, write
> your own home screen, so it can all stay within a single process.
>
>>> I could tweak
>>> the 30 minute update time but it doesn't helps too much - the
>>> appwidget framework is simply too slow with all that serialization and
>>> would eat too much CPU.
>
> Correct. That's because Android is trying to blend both features (app
> widgets) and security.
>
>>> What other solutions can be used?
>
> You could write your own home screen.
>
>>> I've seen that a system service (LoadAverageService for example) would
>>> do the job but that one is not really configurable, has to be compiled
>>> into Android so I kinda don't like it. The same is valid with custom
>>> app screens or any other solution which needs an custom Android build.
>
> Your own home screen does not need to be part of a custom build.
>
> --
> Mark Murphy (a Commons Guy)
> http://commonsware.com | http://twitter.com/commonsguy
>
> Warescription: Three Android Books, Plus Updates, One Low Price!
>
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Re: [android-developers] Re: Appwidget with fast updating needed ...

2010-02-15 Thread Sean Hodges
On Mon, Feb 15, 2010 at 7:34 PM, Mark Murphy  wrote:
> That actually shouldn't be all that bad -- just disable the updates in
> ACTION_SCREEN_OFF (and onStop()) and re-enable them in ACTION_SCREEN_ON
> (and onStart()).

Good point Mark. It would take a little forward thinking, but then
again so would an app widget, if it were possible.

Another option might be to implement a live wallpaper with the
measurement gauges you want to display. The advantages would be that
you wouldn't need to replace the whole home screen to draw, and I
think it would also lend well to the resource consumption problem
(live wallpapers stop all activity when the home screen is no longer
in focus). But there are a number of drawbacks I can think for too:

1) The gauges would be drawn behind the other home screen furniture,
and might be obscured by icons etc.
2) I don't think you can use native controls, you would have to draw
the display on a canvas.
3) There is less support for live wallpapers on existing Android
handsets, compared to support for app widgets and custom home screens.

Here is an example:
http://www.androlib.com/android.application.addictive-android-wallpaper-powercells-iqAF.aspx

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Re: [android-developers] Re: Multitouch seems badly broken on Nexus One 2.1-update1

2010-02-16 Thread Sean Hodges
It doesn't seem as good because it isn't as good.

Have you looked at the supported gestures page I linked you to?
http://www.synaptics.com/solutions/technology/gestures/touchpad

All of the gestures that the screen used by the Nexus One claims to
support would not be affected by the issues you describe. You can
pinch, press (1 or 2 fingers), tap, flick and "pivot rotate" (this is
a 90 degree rotation gesture, see the link for more info). I can't
speak for the Droid, because there doesn't seem to be any information
about its hardware components, but they may have re-used the Synaptics
touch interface driver to maintain a consistent feel with existing
phones on the market
(http://www.synaptics.com/about/press/press-releases/synaptics-provides-touch-interface-driver-android-software-development-ki).

Ultimately, you need to remember that you are developing for a device
agnostic platform, unlike the iPhone. There are budget touch screens
in the wild as well as expensive ones. Don't consider just the Droid
and Nexus One, consider the Dream and Tattoo as well. These sensitive
gestures that you're striving for will simply not work on these
devices.


On Tue, Feb 16, 2010 at 1:29 AM, Robert Green  wrote:
> Droid handles better than the rest so far but my tests still showed
> errors.  Occasionally it still flips axis and has some small
> interactions between the two fingers on near-axis touches.  It's
> better but doesn't seem as good as iPhone/iPod touch's screen.
>
> On Feb 15, 5:51 pm, Dianne Hackborn  wrote:
>> On Mon, Feb 15, 2010 at 3:16 PM, Mario Zechner 
>> wrote:
>>
>> > It's not so much an issue of gestures that may be impossible to
>> > recognize on certain screens but more that the API exposes
>> > functionality that is broken on all screens at the moment.
>>
>> The Droid screen handles two fully independent fingers.
>>
>> --
>> Dianne Hackborn
>> Android framework engineer
>> hack...@android.com
>>
>> Note: please don't send private questions to me, as I don't have time to
>> provide private support, and so won't reply to such e-mails.  All such
>> questions should be posted on public forums, where I and others can see and
>> answer them.
>
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Re: [android-developers] Re: Multitouch seems badly broken on Nexus One 2.1-update1

2010-02-16 Thread Sean Hodges
> So Sean, your answer to that is simply : Don't use multitouch at
> all !!

No.

My point was that you shouldn't rely on the touch screen for complex
gestures (particularly multi-touch). Otherwise your game will be
useless to anyone with a handset that doesn't support dual/multi
touch, or has characteristics that make the gestures less precise
(like having a smaller screen). By all means use multi-touch gestures,
but ensure that the gestures are simple and provide alternative
methods of user input where necessary.

Perhaps I was making some assumptions, there may be games developers
out there who only want to support a handful of devices - particularly
the high-end spec ones, and have no interest in the mid/low budget
ones aimed for the mass market.

> Come on Google, give us a way to compete against the iphone as a
> gaming platform :s

Google?! Don't you mean Motorola / HTC / Samsung / Sony / etc?

I have a wide range of rich highly immersive games on my Android
device now, compared to the limited number there were last year. Just
because certain multi-touch gestures are not possible on many of the
handsets does not mean it is not providing a competitive gaming
platform to the iPhone.

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Re: [android-developers] Re: In-app payment options

2010-02-19 Thread Sean Hodges
On Fri, Feb 19, 2010 at 3:32 PM, Carlo  wrote:
> can somebody explain the benefit of a lite version in a market where
> there is 24h trial of the full version for everybody ?
>

Some products require a longer trial period than 24 hours.

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Re: [android-developers] How to disable the Android device (android.permission.BRICK?)

2010-02-21 Thread Sean Hodges
I dont think I fully understand your question... Are you looking for
something in the public API that will render a user's Android device
useless for a period of time?

Just how far do you expect this "bricking" to go? Will they still be
able to use their phone for other purposes, e.g. making emergency
calls?

If you're looking for your app to be invasive to the user, you're
unlikely to find it in the public API. Perhaps take a look at how the
various lock screen apps work.


On Fri, Feb 19, 2010 at 9:49 PM, a2ronus  wrote:
> Hi,
>
> (I'm new to posting questions on Google Groups. Suggestions on good
> posting behaviour are appreciated. :)  )
>
> I would like to achieve the following: I would like to temporarily
> disable the Android device when the user performs 3 wrong logins in a
> row. The login is another issue I'm not interested in here. I'm
> interested in blocking the phone.
>
> I've been searching for some time now. I found some messages on
> disabling buttons, but they seem to be bad usability. On top of that,
> it might not be supported anymore in future APIs. So I kept looking
> and found: 
> http://developer.android.com/reference/android/Manifest.permission.html#BRICK.
> This seems to suggest something in the API that I can use, but can't
> find it. I'm interested in how to use this permission, and I'm also
> interested in what the consequences are. Does using some bricking
> method imply that the phone is permanently bricked, or is there still
> a way to restore the phone, so you don't have to throw it away?
>
> I hope somebody would be able to enlighten me by providing some
> answers or pointers on where to look.
>
> Thanks in advance,
>
> a2ronus
>
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Re: [android-developers] Transmit serialized object via HTTP in Android

2010-02-22 Thread Sean Hodges
On Mon, Feb 22, 2010 at 11:57 AM, Ray da Costa  wrote:
> Personnel possibility exists to transmit serialized object via HTTP in
> Android? I'm trying to use the HttpURLConnection but I get an exception
> saying that does not support
>

Once an object is serialised, it shouldn't be difficult to send it
over HTTP in the body of a HttpPost. You could write the object to a
String using a combination of ObjectOutputStream and
ByteArrayOutputStream (using a process similar to
http://www.singularsys.com/jep/doc/html/serialization.html). Then pass
it into an HttpPost command.

Or, you could use something like XStream to serialise the objects into
XML before transport...

http://xstream.codehaus.org/

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Re: [android-developers] Re: Transmit serialized object via HTTP in Android

2010-02-22 Thread Sean Hodges
I do like that JSON marshaller, bookmarked it in case I can make use
of it some time...


On Mon, Feb 22, 2010 at 2:31 PM, ko5tik  wrote:
> XStream is really good,  but little heavyweight for use in android
> app.   And XML is pretty verbose.  On the other side, JSON support is
> native
> in android, and well understood by various framweworks on the server
> side
>
> I started small JSON marshaller on github, which can marshall object
> trees
> to strings and back ( not really advanced  by now though )
>
> http://github.com/ko5tik/jsonserializer
>
> On Feb 22, 2:09 pm, Sean Hodges  wrote:
>> On Mon, Feb 22, 2010 at 11:57 AM, Ray da Costa  wrote:
>>
>> > Personnel possibility exists to transmit serialized object via HTTP in
>> > Android? I'm trying to use the HttpURLConnection but I get an exception
>> > saying that does not support
>>
>> Once an object is serialised, it shouldn't be difficult to send it
>> over HTTP in the body of a HttpPost. You could write the object to a
>> String using a combination of ObjectOutputStream and
>> ByteArrayOutputStream (using a process similar 
>> tohttp://www.singularsys.com/jep/doc/html/serialization.html). Then pass
>> it into an HttpPost command.
>>
>> Or, you could use something like XStream to serialise the objects into
>> XML before transport...
>>
>> http://xstream.codehaus.org/
>
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Re: [android-developers] Any interest in accessing our app via intents?

2010-02-25 Thread Sean Hodges
Hey Al,

The service looks very cool. I guess the problem that I have is
figuring out a real world use for it...

Obviously I wouldn't expect you to do my thinking for me :) But what
would be REALLY useful is if you could post up a few fictitious (or
even real life) use cases, perhaps on the site, to showcase the
potential of the platform (similar to the ones in here:
https://wiki.ubuntu.com/BulletProofX). The format doesn't really
matter, but example scenarios are what really get people excited about
this kind of technology... Personally, I've found example use cases
very useful when determining where a technology might be of use to me.
Just an idea anyway.

With regard to the intents survey: I always prefer if intents are
provided, if for no other reason than they help make the intent
framework more powerful. At present I personally have no immediate
requirement for an intent API though.

Sean


On Thu, Feb 25, 2010 at 11:03 AM, Al Sutton  wrote:
> Hi All,
>
> We've released an app (PortaPayments) and I'm trying to gauge interest
> in what (if any) functionality should be made available to other apps
> via intents.
>
> To give you an overview of the app; It represents &scans payment
> requests encoded as QR Codes.
>
> If you want some more info we've got a website at http://portapayments.com/
> and a demo video at http://www.youtube.com/watch?v=sOYiADJWG9I (yes, I
> know the video starts with the horrid fruity 'phone, but the app was
> created for the PayPal X Developers challenge, so we had to show some
> effort in relation to cross-device capabilities).
>
> So, what would other developers like access to?
>
> - The QR Code generator (send the payment details, it displays the QR
> Code, user clicks done, goes back to your app).
> - Notifications of scanned QR codes (note; this is no guarantee that
> the app will be informed of completed payments).
> - Anything else?
>
> Looking forward to everyones comments.
>
> Al.
>
> P.S. PayPalX Voting instructions for the app are at http://bit.ly/9ajgbu
> if you feel like giving us a chance of raising some development
> funding :).
>
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Re: [android-developers] Disable Home Key?

2010-02-25 Thread Sean Hodges
On Thu, Feb 25, 2010 at 1:39 AM, DroidBy  wrote:
I am doing a security Lock system for my project. I am interested to
> know how to disable the HOME key or handle it at framework layer, in
> order to prevent user to by pass the security lock by presing HOME. I
> know that I am not able to do it at android application layer, so
> thinking to get some tips in handling it in framework layer.

Have you taken a look at the existing projects out there?

MyLock seems to achieve this using a lock mediator, to intercept a
forbidden action and react to it:

http://www.google.com/codesearch/p?hl=en#zvQ8rp58BUs/trunk/myLock/src/i4nc4mp/myLock/LiteLockMediator.java&q=home%20key%20package:http://mylockforandroid%5C.googlecode%5C.com&sa=N&cd=1&ct=rc

Can't say I've tried anything like this before though.

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Re: [android-developers] Re: Disable Home Key?

2010-02-26 Thread Sean Hodges
On Fri, Feb 26, 2010 at 8:17 AM, DroidBy  wrote:
> I am happy that you give me a clue on this, however I am not able to
> open the link that you post, it will redirect me to a blank webpage.
> Can you repaste the link? or the main link that I can browse into the
> sub-pages of this?

Strange, the link works for me. I linked to a formatted page on the
Google Code site, but if the link isn't working for you, try viewing
the file directly:

http://mylockforandroid.googlecode.com/svn/trunk/myLock/src/i4nc4mp/myLock/LiteLockMediator.java

> Btw, Do you have any idea on the KeyGuardManager? Can I use that to
> disable the HOME key?

Sorry, I have no idea. I'm not familiar with the key guard stuff. Take
a look at some of the other screen locking code out there, there are
quite a few projects on Sourceforge and Google Code.

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Re: [android-developers] Re: Piracy sucks, or does it?

2010-02-26 Thread Sean Hodges
On Fri, Feb 26, 2010 at 12:15 PM, Hekki  wrote:
> I'm french and here some of our stand-up comedians are upset with
> youtube and the likes because youtube makes money on they're work and
> they don't see a single penny of it.

There is nothing in this world quite like witnessing a penniless upset
French stand-up comedian hurling abuse at YouTube :)

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Re: [android-developers] is it possible to get user name against the default Gmail account.

2010-02-26 Thread Sean Hodges
On Fri, Feb 26, 2010 at 2:19 PM, Atif Gulzar  wrote:
> Is it possible to get the user name against the default Gmail account on
> device?

I sure hope not...

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Re: [android-developers] Re: HTML parsing with JAVA

2010-03-04 Thread Sean Hodges
I have have good results with Jericho (http://jericho.htmlparser.net),
it works very efficiently in Android, and has a pretty comprehensive
API. There are examples on the site, but to give you an idea of the
syntax:

Source source = new Source(new URL("www.google.co.uk"));
List linkElements = source.getAllElements(HTMLElementName.A);
for (Element linkElement : linkElements) {
String href = linkElement.getAttributeValue("href");
if (href != null) {
System.out.println(href);
}
}

To add third-party libraries into an Android project, you don't link
them like you would in Java - you have to extract them into your
project. See here:
http://stackoverflow.com/questions/1334802/how-can-i-use-external-jars-in-an-android-project

On Thu, Mar 4, 2010 at 7:22 AM, Beena  wrote:
> second thing how can I use it?
>
> It showing me all the packages.
>
> Then how can I parse it?
> Any sample code will help a lot.
>
> Thanks.
>
> On Mar 4, 12:06 pm, Beena  wrote:
>> Thanks Jens,
>>
>> I have to parse HTML in my project.
>>
>> I have set the tagsoup-1.2.jar file using eclips.
>> Now when I build it gives warning as
>> warning: Ignoring InnerClasses attribute for an anonymous inner class
>> that doesn't come with an associated EnclosingMethod attribute. (This
>> class was probably produced by a broken compiler.)
>>
>> All the parser giving same warning.
>>
>> Please reply.
>>
>> Its urgent.
>>
>> On Feb 24, 1:23 pm, Jens  wrote:
>>
>> > Tagsoup. You can add the lib to your project or (ab)use reflection to
>> > obtain it from your platform - Google is using themselves.
>>
>> >http://home.ccil.org/~cowan/XML/tagsoup/
>>
>> > On 22 Feb, 06:54, Alisha  wrote:
>>
>> > > Hi All,
>>
>> > > I have to parse a html file using java. I have gone through a lot of
>> > > html parsers, but seem to understand none of them. So please help me
>> > > out with the type of parser that should be used for an android app and
>> > > how to parse a  html file.
>>
>>
>
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Re: [android-developers] Making sure activity is alive to receive Intent?

2010-03-05 Thread Sean Hodges
There are better ways of handling this. The purpose of an Intent is to
atomically request that an action is performed (and optionally
retrieve the result of that action), not to continue a discussion with
the activity throughout it's continued lifetime.

There are a number of ways to do what you want, if both the calling
and callee activities are in the same app (just a startActivity() type
call), you could use shared preferences:

http://www.androidcompetencycenter.com/2009/01/android-basics-managing-activity-states-part-ii/

If the activities are in different apps, you should use a content
provider to handle the IPC:

http://developer.android.com/intl/de/guide/topics/providers/content-providers.html

Either approach will allow you to share the state data between your activities.


On Fri, Mar 5, 2010 at 11:22 AM, draf...@gmail.com  wrote:
> I currently have an application that has code in it that starts an
> Activity but shortly afterwards it also sends an intent so the newly
> started activity knows what state to display in.
>
> So the activity starts...
>
> then code decides it should be in state one
>
> button 1 and 2 are displayed.
>
> Or
>
> The activity starts...
>
> then code decides it should be in state one
>
> button 3 and 4 are displayed.
>
> So it kind of works at the minute but sometimes my activity isn't
> fully started when the intent is fired so the intent fires before the
> receiver in the new activity is registered and the new activity stays
> in a blank state.
>
> Is there anyway to make sure my Activity is started and receiver
> registered before firing the intent?
>
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Re: [android-developers] Re: How to end the Application?

2010-03-08 Thread Sean Hodges
On Mon, Mar 8, 2010 at 1:42 PM, TreKing  wrote:
> On Mon, Mar 8, 2010 at 12:47 AM, Farproc  wrote:
>>
>> try {
>>        System.exit(0);
>> } catch (SecurityException e) {
>
> This is NOT recommended. Use finish() on your activities and let Android
> deal your app when it's ready.
>

TreKing is right, please don't use System.exit - use Activity.finish().

If you have multiple activities to close, use startActivityForResult()
and pass back a "close now" flag so you know to call finish() on the
parent activity as well.

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Re: [android-developers] Re: No View key event called back when BACK key is pressed while IME is shown?

2010-03-11 Thread Sean Hodges
I believe the back button event is intercepted by the keyboard app, so
it knows to hide. Once focus is returned to your app, the event has
already been processed.

I'm not aware of any way to intercept the events of another app (like
the soft keyboard). You could write your own keyboard app that passes
the back button event as an intent, but I imagine that's not the
solution you are looking for.

If the endBatchEdit() method is working for you, I would stick with
it. Alternatively, you might want to re-think your approach to this
problem, as there are lots of soft keyboard apps out there and there
is a chance they won't all play nice with your custom integration...


On Thu, Mar 11, 2010 at 11:01 AM, mariush  wrote:
> Did you solve this?
> Anyone knows solution to this problem?
>
> On 8 Lut, 19:35, jamesc  wrote:
>> If theBACKbutton is pressed when the soft keyboard is being
>> displayed, noBACKkeycode event is generated (when it's not shown,
>> andBACKis pressed, then my View's onKeyDown()/onKeyUp() methods get
>> calledback).
>>
>> Is this expected behaviour?  I'm trying to catch when the IME is
>> hidden uponBACKbeing pressed.  I'm currently working around this in
>> the endBatchEdit() method (I'm implementing BaseInputConnection).
>>
>> Any help gratefully received, as ever.
>>
>> Cheers
>>
>> James
>
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Re: [android-developers] Re: No View key event called back when BACK key is pressed while IME is shown?

2010-03-11 Thread Sean Hodges
And is that the approach you are planning to go for?

On Thu, Mar 11, 2010 at 3:38 PM, jamesc  wrote:
> It appears (the endBatchEdit() didn't work out) that the correct way
> has been stated before by Dianne:
>
> http://groups.google.com/group/android-developers/browse_thread/thread/9d1681a01f05e782
>
> On Mar 11, 3:14 pm, Sean Hodges  wrote:
>> I believe the back button event is intercepted by the keyboard app, so
>> it knows to hide. Once focus is returned to your app, the event has
>> already been processed.
>>
>> I'm not aware of any way to intercept the events of another app (like
>> the soft keyboard). You could write your own keyboard app that passes
>> the back button event as an intent, but I imagine that's not the
>> solution you are looking for.
>>
>> If the endBatchEdit() method is working for you, I would stick with
>> it. Alternatively, you might want to re-think your approach to this
>> problem, as there are lots of soft keyboard apps out there and there
>> is a chance they won't all play nice with your custom integration...
>>
>> On Thu, Mar 11, 2010 at 11:01 AM, mariush  wrote:
>> > Did you solve this?
>> > Anyone knows solution to this problem?
>>
>> > On 8 Lut, 19:35, jamesc  wrote:
>> >> If theBACKbutton is pressed when the soft keyboard is being
>> >> displayed, noBACKkeycode event is generated (when it's not shown,
>> >> andBACKis pressed, then my View's onKeyDown()/onKeyUp() methods get
>> >> calledback).
>>
>> >> Is this expected behaviour?  I'm trying to catch when the IME is
>> >> hidden uponBACKbeing pressed.  I'm currently working around this in
>> >> the endBatchEdit() method (I'm implementing BaseInputConnection).
>>
>> >> Any help gratefully received, as ever.
>>
>> >> Cheers
>>
>> >> James
>>
>> > --
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Re: [android-developers] write/read log files in res folder

2010-03-15 Thread Sean Hodges
No. You can't write into your APK file. Write your log data to the SD
card instead.

On Sat, Mar 13, 2010 at 7:07 AM, aswani kumar tholeti
 wrote:
>
> Hi all,
>
> how to write/read log data into txt file in res folder
>
> Thanks in advance
>
> Aswan
>
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Re: [android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-03-16 Thread Sean Hodges
On Tue, Mar 16, 2010 at 7:01 AM, Dianne Hackborn  wrote:
> You should have an activity that is -not- a MAIN/LAUNCHER activity, but
> rather MAIN/INFO.  This will be launched when the user selects launch from
> the market (or manage apps), but won't show up as an icon in the all apps
> list.
> http://developer.android.com/reference/android/content/Intent.html#CATEGORY_INFO

Thanks Dianne, I never knew about this launcher category!

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Re: [android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-03-16 Thread Sean Hodges
Mine arrived yesterday: London, UK.

I know others who are still waiting in this area though.

On Tue, Mar 16, 2010 at 11:22 AM, ratson  wrote:
> Hi,
>
> has someone else already received it's phone? please keep us informed
> with location.
> i received my confirmation on 6th March, living in Hungary/EU, still
> no N1 in my hands :)
>
> rs
>
> On márc. 16, 12:17, Michael  wrote:
>> Hi
>>
>> I filled out the form on Sunday 7th March and got a confirmation email
>> on Thursday 11th March.
>>
>> I am in the UK and I did receive an original Device Seeding email.
>> Not sure if that info helps.
>>
>> It's nice to know that it might be shipped from Europe as it should
>> cut down on the time to get here and maybe even some of the customs
>> hassle.
>>
>> Mike
>>
>> On Mar 15, 4:34 pm, Android Nerd  wrote:
>>
>> > I also filled out my form on March 5th and I have not received a
>> > confirmation mail yet.  Is there anyone who filled out a form on or
>> > after March 5th who has received a confirmation e-mail?
>>
>> > On Mar 10, 2:20 am, Arnon  wrote:
>>
>> > > Hi
>>
>> > > I have an app which on Feb. 28 had 9000+ downloads and a 4.2 stars
>> > > rating.
>> > > i didn't recieve any mail, so I contacted them and they asked me to
>> > > fill the form.
>> > > I filled the form last friday (March 5th)
>> > > Does anyone know how long does it take for them to send the
>> > > confirmation mail?
>>
>>
>
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Re: [android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-03-16 Thread Sean Hodges
Hi Tom,

No, it didn't. You'll need to order one up and use the USB lead to
charge it in the meantime.


To those people asking about the confirmation email - I never received
any email after the initial one asking me to fill out the form. The
phone came through the post to my address listed in Google Checkout.



On Tue, Mar 16, 2010 at 2:55 PM, Thomas Riley  wrote:
> Hi Sean,
>
> Did it come with a UK charger?
>
> Thanks,
> Tom
>
> On Mar 16, 11:39 am, Sean Hodges  wrote:
>> Mine arrived yesterday: London, UK.
>>
>> I know others who are still waiting in this area though.
>>
>>
>>
>> On Tue, Mar 16, 2010 at 11:22 AM, ratson  wrote:
>> > Hi,
>>
>> > has someone else already received it's phone? please keep us informed
>> > with location.
>> > i received my confirmation on 6th March, living in Hungary/EU, still
>> > no N1 in my hands :)
>>
>> > rs
>>
>> > On márc. 16, 12:17, Michael  wrote:
>> >> Hi
>>
>> >> I filled out the form on Sunday 7th March and got a confirmation email
>> >> on Thursday 11th March.
>>
>> >> I am in the UK and I did receive an original Device Seeding email.
>> >> Not sure if that info helps.
>>
>> >> It's nice to know that it might be shipped from Europe as it should
>> >> cut down on the time to get here and maybe even some of the customs
>> >> hassle.
>>
>> >> Mike
>>
>> >> On Mar 15, 4:34 pm, Android Nerd  wrote:
>>
>> >> > I also filled out my form on March 5th and I have not received a
>> >> > confirmation mail yet.  Is there anyone who filled out a form on or
>> >> > after March 5th who has received a confirmation e-mail?
>>
>> >> > On Mar 10, 2:20 am, Arnon  wrote:
>>
>> >> > > Hi
>>
>> >> > > I have an app which on Feb. 28 had 9000+ downloads and a 4.2 stars
>> >> > > rating.
>> >> > > i didn't recieve any mail, so I contacted them and they asked me to
>> >> > > fill the form.
>> >> > > I filled the form last friday (March 5th)
>> >> > > Does anyone know how long does it take for them to send the
>> >> > > confirmation mail?
>>
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Re: [android-developers] Ant vs Eclipse build difference

2010-03-17 Thread Sean Hodges
Your team member was using the Java 6 JDK. The @XmlSeeAlso annotation
is not available in the Java 5 SDK:
http://java.sun.com/javase/6/docs/api/javax/xml/bind/annotation/XmlSeeAlso.html

I've seen this happen a lot. You need to either switch to JDK6 to
build your app, or find an JDK5 compatible alternative for the jar
that requires XmlSeeAlso (at a wild guess, I presume it's a web
services client library?).

On Mon, Mar 15, 2010 at 9:37 PM, Amy Winarske  wrote:
> The Eclipse build for my 1.6 application project is succeeding and the
> Ant build is failing.  I'm looking for help on why they aren't
> behaving the same way.
>
> We are developing on Mac OSX 10.5.8 with Eclipse 3.5 against SDK 1.6 +
> Google APIs.  There are no setting changes in Eclipse, either at
> workspace or project level.  Similarly, our ant is also a vanilla-
> flavored unmodified installation of 1.7.1.  JDK is 1.5.0_22.  The
> CLASSPATH environment variable is not set.  JAVA_HOME is /Library/Java/
> Home
>
> The application was initially created by a team member using the
> Eclipse plugins.  The application references two jar files, one of
> which has a dependency on javax.xml.bind.annotation.XmlSeeAlso, which
> is not defined anywhere in our code or in android.jar.  The other jar
> file has an explicit dependency on android.jar.  I generated the Ant
> build file using android update.
>
> The Eclipse project builds an apk and runs the application in the
> emulator.  I think this is incorrect behavior.
>
> The Android project fails to build.  I think this is correct behavior.
> MyClass.java:98: cannot access javax.xml.bind.annotation.XmlSeeAlso
>    [javac] file javax/xml/bind/annotation/XmlSeeAlso.class not found
>
> Any ideas as to why the two build methods are behaving differently?  I
> would expect them both to fail.
>
> Thanks!
>
> -Amy
>
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Re: [android-developers] Re: Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-17 Thread Sean Hodges
On Wed, Mar 17, 2010 at 1:48 PM, Piotr  wrote:
> I say it again, hoping that some Google Worker is watching :D:

... and right here is where your effort ends, and the whole concept
becomes little more than hot air.

Google are not a gaming company, they are not even a commercial
software vendor. Google are a SAAS company. They develop and host
Web-based services and products, and engage in technology that
increase the market share and accessibility of those services.

Please take your (potentially) great ideas, concepts and designs to
the next level. Work out a business plan, build a community (or a
company), and GET IT DONE. Don't analyse an area of software market
and tell Google they should do it, they pay their own risk managers
and market analysts to do that. If you can find a way to make your
XNA-like gaming platform valuable to the advertising industry - at
that point you're likely to get some serious interest from Google.

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Re: [android-developers] Re: Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-17 Thread Sean Hodges
On Wed, Mar 17, 2010 at 2:25 PM, Streets Of Boston
 wrote:
> True and not true.
>
> If google thinks that making an XNA like framework could enhance
> Android's adoption and device sales enough to bring more ad-revenues/
> SaaS-revenues (because more phones would be around if such a framework
> existed), then google could be interested in creating such framework.
>
> However, if the potiential return on such a framework is not large
> enough, then they won't do it.
>

You are of course correct, though I firmly believe spending lots of
time speculating on such things will 100% fail to actually get the
work done.

There is also the question of whether Google are the ideal company to
produce such a framework. Microsoft have invested a lot in DirectX and
their XBox projects, they have the experience and the partners to make
it work. What experience do Google have in the games industry?
Personally I think they are stretching themselves enough with their
shoulder barging into the mobile market, without trying to dive into
the centre of the extremely competitive games market.

Having said that, the Android platform does need to compete in this
field. This seems like the perfect opportunity for a start-up, or an
established games development company, to build a native framework and
contribute it upstream. Mario's library might be a good starting point
for this - as well as a technical evaluation of the other
libraries/engines out there (such as Rokon by StickyCoding).

The way to move forward would be to actively pursue a solution though,
rather than mull around the topic passing notes to Google like we were
in the Peoples' Front of Judea. :)

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Re: [android-developers] hi

2010-03-19 Thread Sean Hodges
On Thu, Mar 18, 2010 at 1:21 PM, akshu  wrote:
> i don't know about pc.

Have you tried turning it off and on again?

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Re: [android-developers] Big difficult to develop in Android :( (I'm italian)

2010-03-19 Thread Sean Hodges
I agree with Fred, explain what problems you are having. Don't just
say something vague like "I'm finding it difficult", we need to know
exactly what things you are finding difficult to help you.

The SDK docs are actually very comprehensive, but you need to use the
tutorials to learn Android. Check out the on-line tutorials:
http://developer.android.com/intl/de/guide/tutorials/hello-world.html.
Or alternatively buy a book on Android development, there are a lot of
good ones available these days.


On Thu, Mar 18, 2010 at 7:23 PM, massimo  wrote:
> Hi,
> I'm italian boy. I see that I have big big difficult to start to
> develop with android.
> I know Java and I have all the Eclipes and Android SDK installed.
>
> But for me undestand this SDK is very impossible. Online the Google
> Docs about SDK is too less complete and I see that is difficult to
> make something of realistic like a little videogame. I have difficult
> too to put an image inside.
>
> How I can do? Someone could help me to start? For example by MSN? Pls
> I need help because I would like make a little videogame.
>
> Thank you
>
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Re: [android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-03-22 Thread Sean Hodges
On Sat, Mar 20, 2010 at 9:31 PM, dgoemans  wrote:
> To be honest, i don't think anyone from this has actually received
> their phone yet. It'd be nice to get people on her confirming that
> they've got their Nexus One, and they weren't already waiting on one
> from ADC.

Some people have been confirming their Nexus One delivery, on the
android-discuss mailing list, where this conversation belongs.

Unless reporting delivery times of the free Nexus One phones from
Google is covered under: "troubleshooting applications", "advice on
implementation", or "strategies for improving your application's
performance and user experience"...

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Re: [android-developers] Video Playback Issues

2010-03-22 Thread Sean Hodges
On Mon, Mar 22, 2010 at 12:36 PM, Akiduki  wrote:
> I am developing a video rating tools which use Android's MediaPlayer
> class to playback the video sequences. I used the APIdemo at Android
> SDK to playback my encoded sequences but the picture stalled at the
> first frame on the emulator. Since I didn't have the commercial
> Android phone so I don't know whether this problem comes from my video
> coding profiles or the emulator itself. Here are the two sequences I
> used to test:
>
> http://www.megaupload.com/?d=5I4AGSCX
> http://www.megaupload.com/?d=0BEHS4M9
> I use x264 to encode, with baseline profile and bitrate=400k,
> fps=30or25.

God I really hate the megaupload.com service. If you could email the 2
videos directly to my email address (I presume they are around 360k
each?) I'll happily test them on a physical phone for you.

As Mark said, the emulator is not a good test environment for video
playback, you'll find it a lot easier to buy or hire an Android phone
for testing this particular function of your app.

>
> And by the way, how can I install an apk package to the Zoom2 MDP,
> besides using the adb tools. I am wondering there's someone who is
> familiar with Zoom2 and Android so I put the question here.

I'm not familiar with the Zoom2... What is the specific problem with
using adb? If the device has Wifi, you should be able to download your
APK from the browser and install it from there...

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Re: [android-developers] required hardware features

2010-03-22 Thread Sean Hodges
Hi Michael,

It would be worth asking this on the android-porting mailing list, as
there are more people on that list who are familiar with hardware
related topics.


On Mon, Mar 22, 2010 at 2:43 PM, Michael Thomas  wrote:
>
> Is there a mandate from google on some of the hardware features that must be
> present on an
> Android-branded piece of hardware? In particular, i'm wondering if the
> "home", "menu" and
> "back" buttons, as well as the trackball are required?
>
> Essentially what I'm asking for is what the least common denominator is. And
> it might be
> nice (assuming there is one) if it were more prominent on the doc pages as I
> don't recall
> ever seeing one -- I doubt I'm the only one who's made false (and in
> retrospect silly) assumptions
> based on what the G1 had.
>
> Mike
>
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Re: [android-developers] Re: How get SIM number

2010-03-25 Thread Sean Hodges
The getLine1Number() method in TelephonyManager retrieves the data in
the "phone number" stored on the SIM card (NOT the phone number bound
to the user's account) - this is often either wrong or non-existent,
depending on the network provider it was shipped from.

For example, UK Vodafone appear to never populate this field on their
SIM cards (someone might prove me wrong here, but I've had a lot of
user feedback from my "What's My Number?" app confirming this).

Also, people who transfer their numbers will still have the old number
that was originally shipped with their SIM card stored in that field,
it is never updated.

The only solution I can offer you is to ask the user for their phone
number, and provide the number in the SIM card as a default value if
it is available. Never expect the number to be present or correct
though. If you find a better solution I would be very interested to
hear it, but I don't think that solution will come from the SIM card.

Check out the source code for my app if you want to see how this can
be done for an appwidget:
http://github.com/seanhodges/Whats-My-Number. It's also available on
the Android Market:
http://www.cyrket.com/p/android/mynumberwidget.app/



On Thu, Mar 25, 2010 at 9:25 AM, a a  wrote:
> I know there have a getLine1Number(),
>
>  i have inserted the SIM card, but why it return null?.
>
> 2010/3/25 a a :
>> Dear android,
>>
>> How can i get the SIM card number?
>>
>> i use below:
>>       TelephonyManager telMgr =
>> (TelephonyManager)getSystemService(TELEPHONY_SERVICE);
>>        String sim = telMgr.getSimSerialNumber();
>> it return 89860109300212882323, this is a serial number for SIM card,
>> but i wan't the mobile number
>> (it is storaged in the SIM card, is it rigth???  how get it?
>>
>
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Re: [android-developers] Re: Playing a audio stream not working using MediaPlayer

2010-03-29 Thread Sean Hodges
It would have been nice if you emailed the recipients directly,
instead of spamming everyones inboxes with advertising...



On Mon, Mar 29, 2010 at 4:41 PM, dillirao malipeddi
 wrote:
> Arijasoft developed android online radio SDK
> using this AOR SDK you can play shoutcast/icecast ( mp3/aac) radio streams
> on android
> for more details look in to
> http://demos.arijasoft.com/Arija_Android_Dev/aorsdkrelease.php
> Thanks
> On Mon, Nov 30, 2009 at 4:27 PM, Nugman 
> wrote:
>>
>> First of all the MediaPlayer does not support all music streaming
>> formats, as I understood.
>> I also struggeling with it.
>> For me it is working to play a mp3 file located on a server. Try this
>> first.
>> But it seems that m3u or aac is not supported at all. (Implement a
>> ErrorListener to see the error)
>> I hope that I am wrong in this case, but I cant get it to work,
>> either.
>> Maybe you can decrypt the m3u file yourself to get the mpeg itself.
>> Let me know how this works.
>>
>> Nevertheless the best thing is, to create a remote service (or a
>> thread) that prepares and plays the music. So it does not disturb the
>> main gui.
>>
>> Sorry that is all I know.
>> Greets Klaus
>>
>>
>> On 27 Nov., 11:25, Jens-Christian Larsen 
>> wrote:
>> > I am trying to make a very simple radio player for Android and I
>> > cannot get the audio streaming to work. In my latest attempt it plays
>> > for about 1 second and stops for some streams and it doesnt work at
>> > all for some other streams. Logcat doesn't give much useful
>> > information to me.
>> > I am testing on HTC Hero (Android 1.5).
>> >
>> > If I hook the completion and buffer events I see the audio gets a
>> > complete event but it keeps buffering.
>> > Is there anything wrong with the code below?
>> > Should I be able to stream the the audio streams below?
>> > Is there a complete example somewhere of a working radio streaming?
>> >
>> > Thanks for any and all suggestions.
>> >
>> > public class MyActivity extends Activity implements OnPreparedListener
>> > {
>> >         MediaPlayer streamPlayer = new MediaPlayer();
>> >
>> >         public void onPrepared(MediaPlayer mp) {
>> >                 streamPlayer.start();
>> >         }
>> >
>> >         @Override
>> >         public void onCreate(Bundle savedInstanceState) {
>> >                 super.onCreate(savedInstanceState);
>> >                 String path = "http://www.nch.com.au/acm/sample.aac";;
>> >                 // String path = "http://radio.bis.bg:8000/buddhabar";;
>> >                 // String path =
>> > "http://kzsulive.stanford.edu/audio/kzsu-1-24.m3u";;
>> >                 try {
>> >                         Uri uri = Uri.parse(path);
>> >                         streamPlayer.reset();
>> >                         streamPlayer.setDataSource(this, uri);
>> >
>> > streamPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
>> >                         streamPlayer.setOnPreparedListener(this);
>> >                         streamPlayer.prepareAsync();
>> >                 } catch (Exception e) {
>> >                         e.printStackTrace();
>> >                 }
>> >                 setContentView(R.layout.main);
>> >         }
>> >
>> > }
>>
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>
>
>
> --
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> Dilli Rao. M
> www.arijasoft.com
>
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Re: [android-developers] Android market - limited distribution

2010-03-29 Thread Sean Hodges
On Mon, Mar 29, 2010 at 6:42 PM, Mark Murphy  wrote:
> ole! wrote:
>> Now that AT&T will not allow any downloads to the Flip except through
>> the Android market,
>> we need to have the capability to have a limited distribution on the
>> Market.
>>
>> Can this be done on the Android market?
>
> If "limited" means "citizens of a certain country" or possibly
> "subscribers to a particular mobile carrier", then yes. Otherwise, no.

Or by distributing licence keys via your website, and ensuring the
Android Market build requires a key...

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Re: [android-developers] decoder->decode returned false

2010-03-29 Thread Sean Hodges
I assume you are trying to The image decoder library (called Skia) is
failing to parse the image data for those images. There are a number
of things that can cause this problem:

1) The input file is not actually an image (e.g. if it is accessed
from the Web, it might actually be a 404 error page)

2) The image has corrupted during the download. It could be that the
image was always corrupted, or that it did not download properly. See
this link for some hints:
http://stackoverflow.com/questions/1630258/android-problem-bug-with-threadsafeclientconnmanager-downloading-images

3) You are not completely downloading the image - this often happens
if you use an InputStream and don't call close() to flush the
remaining data out of the stream.

4) A bug in Skia, which is not uncommon (though the above 3 are more likely).

Try copying the images that you download to the SD card and opening
them on your development machine. If they aren't corrupted, then check
your source code for unclosed streams or lack of data buffering.

If you still have the problem, post up your source code so we can see
what it is you're actually trying to do.


On Mon, Mar 29, 2010 at 3:09 PM, absn  wrote:
> In my application during downloading of images, for some of the images
> i got the error like
>
> D/skia    (  374): --- decoder->decode returned false
>
> Can anyone solve this problem ??
>
> Thanks in advance
>
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Re: [android-developers] Android market - limited distribution

2010-03-29 Thread Sean Hodges
On Mon, Mar 29, 2010 at 8:53 PM, Mark Murphy  wrote:
> True. I was assuming the OP literally did not want the APK distributed,
> rather than having the APK be distributed but just not work.

I thought so, just thought I'd assume a little more, on top of what
you had already said :)

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Re: [android-developers] Advice on buying android phone for development

2010-03-29 Thread Sean Hodges
On Mon, Mar 29, 2010 at 1:05 PM, Venky.Vijay  wrote:
> Hello everyone,
> I'm from India and I want to buy an Android phone for developing
> applications for it. I shortlisted two phones the SAMSUNG I7500 and
> HTC Hero. But the problem is that i7500 doesn't have much support as
> its still stuck with cupcake. and with hero i don't know if it
> supports debugging. Can anyone help me with it?

The HTC Hero does support debugging. I would opt for the HTC Hero as
it is better supported by its vendor and the firmware is more recent.
There are also rumours that the Hero will get an Android 2.1 upgrade
in April, which if true will further help the longevity of your
purchase.

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Re: [android-developers] Re: Integrate IPhone Safari like view in Android?

2010-03-31 Thread Sean Hodges
On Wed, Mar 31, 2010 at 8:22 AM, javame_android
 wrote:
> I have been able to minimize the View using animation. I have set the
> animation for 500 duration, so the animation disappear after that
> period.
>
> Can someone let me know is it possible to have that shrunken view
> permanently till someone clicks on it?
>
> Please reply so that I can sort this User Interface as soon as
> possible.
>
> Also, let me know if its difficult to understand what I want.

I'm not really sure what you're trying to do, but if you are trying to
mimic an effect that is present in the Android Browser (as you
suggested in your first post) then take a look at the Browser source
code, it should tell you how the layout was achieved:

https://android.git.kernel.org/?p=platform/packages/apps/Browser.git;a=tree;f=res/layout;h=412f4593d0c31af17e7b608406700ecf16b5297f;hb=HEAD

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Re: [android-developers] Activity Being Killed (onDestroy) on Orientation Change

2010-04-06 Thread Sean Hodges
On Mon, Apr 5, 2010 at 6:50 AM, Gaurav Vaish  wrote:
> Problem:
> When the orientation is changed, the Application is notified about
> onConfigurationChange but:
>
> a) The "current" activity is Destroyed and recreated -- which is fine
> to some extent
> b) The new instance which is created is automatically => onCreate,
> onPause, onStop, onDestroy now that's catastrophic.
>
>  Any guesses as to why the new activity is "killed"? :(

Are you being caught out by this bug?
http://code.google.com/p/android/issues/detail?id=2423

If so, then the problem appears to be a rogue "hide keyboard" event
forcing the activity to re-create after an orientation change.
Apparently this only affects the emulator, and not physical devices (I
have no idea if this is true).

You might be able to prove the theory by adding this to your activity
declaration in the manifest:
android:configChanges="keyboardHidden"

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Re: [android-developers] How many Android phones have touchscreens?

2010-04-21 Thread Sean Hodges
If you are a beginner, you should really be posting to the
android-beginners list.

I believe all of the current Android phones have touch screens.


On Wed, Apr 21, 2010 at 10:24 AM, angushir...@googlemail.com
 wrote:
> Hi all,
>        a simple question from a beginner - how many of Android phones
> support touchscreen applications?
>
> Angus
>
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Re: [android-developers] Display some part of HTML file in WebView

2010-04-21 Thread Sean Hodges
Why must all the content be on a single HTML page?

If you really can't split it out, you could use some Javascript
actions to hide/display sections of the HTML page when the user clicks
the '>' button. However, the browser will still need to download and
render the entire page when it loads, which may take a long time. The
best solution would be to split the content into a number of pages.

On Wed, Apr 21, 2010 at 2:49 PM, mansur Android
 wrote:
> Hi All,
>
> We have a large HTML which contents 1000's of lines. But we want to
> show content of the HTML file that fits a
> single screen.  We want provide a '>'  kind of to show the next
> contents of the same HTML file.
>
> Our objective is to only display the HTML contents that fits the
> screen.Similar to reader application  For user, it seems there are
> several pages.
>
> Is there any way in which we can achieve this functionality. Whether
> WebView has any function related to full fill the requirement.
>
> Thanks and Regards,
> Mansur
>
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Re: [android-developers] Market

2010-04-26 Thread Sean Hodges
If you don't mind a potential delay after publishing the other app,
then you could query Cyrket for its package name. For instance:
"http://www.cyrket.com/p/android/com.blau.android.richer/"; You will
get a 200 (success) response if the app is available on the market, or
a 404 (page not found) if not. Careful not to pound the Cyket server
with requests though, or you're likely to get blocked.

I think a more sensible solution would be to handle this yourself,
publish the app with the event triggering a simple "Coming soon"
dialog, then publish another version with the Intent added as soon as
the other app is on the market.



On Mon, Apr 26, 2010 at 12:26 PM, Ajay  wrote:
> Hi,
>   I wanted to check the availability of another app in Market from my
> app. Based on this I will have to give a message saying "Coming
> soon..." or show the other app in Market. I am using the following
> intent
>
> new Intent(Intent.ACTION_VIEW, Uri.parse("market://details?
> id=com.example.android."));
>
> Now, how can I catch the result which would say if the Market was able
> to find this package or not?
>
> Thank you,
> Ajay
>
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Re: [android-developers] Re: Android Market Developer Console Bugs feature

2010-05-21 Thread Sean Hodges
Yeah, you can't trick it like that String. It uses the Prediction API
to only log bugs that it believes you don't know about.

On Fri, May 21, 2010 at 11:37 AM, String  wrote:
> On May 21, 8:51 am, westmeadboy  wrote:
>
>> Does anyone know whether it works for apps not installed via the
>> Market (but which do exists on the Market)?
>
> It's not looking like it does. I just installed an app (which crashes)
> on both my Nexus One and a 2.2 emulator, and neither showed the
> "Report" button. I also tried installing a signed APK to see if that
> made a difference, and it didn't seem to.
>
> String
>
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Re: [android-developers] Re: Petitions to Google

2010-05-21 Thread Sean Hodges
On Fri, May 21, 2010 at 3:06 PM, Leigh McRae
 wrote:
> Why should I have to write interfaces or factory objects for something I
> know at compile time? Why do I need to write and maintain more code just so
> OOP purists can feel good about themselves?  Why should I have to use
> runtime if statements and hope the compiler strips my code out?  The Java
> way is to throw more hardware at it when it comes down to it and we are on a
> hardware limited platform.

No offence Leigh, you might have a good point and everything, but all
the time you just spent arguing about this "simple tool" you could
have spent actually writing the tool - and maybe sharing it with the
rest of us.

If Google haven't written a preprocessor, the most likely reason is
because they haven't needed it. You don't need Google's core Android
team for this particular problem.

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Re: [android-developers] Re: Android finishActivity()

2010-06-02 Thread Sean Hodges
Mike,

You've done half the work already, except there is a little confusion
on the purpose of the finishActivity() method. That method only works
the other way around (closing Activity B from Activity A).

What you need to do now is send a "result" back to Activity A telling
it to call finish(). See the "Returning a Result from a Screen"
section here: 
http://developer.android.com/intl/fr/guide/appendix/faq/commontasks.html#opennewscreen

In Activity B, you simple want to do:

if (keyCode == KeyEvent.KEYCODE_BACK) {
setResult(RESULT_CANCELED);
finish();
}

and in Activity A, you want to handle the result callback:

protected void onActivityResult(int requestCode, int resultCode, Intent data) {
if (resultCode == RESULT_CANCELED) {
finish();
}
}



On Wed, Jun 2, 2010 at 12:46 PM, mike  wrote:
> hi NightGospel,,
>
> what exactly did u meant??? could you please give me a sample???
>
> regards,
> Randika
>
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[android-developers] Re: Email via seanhodges.co.uk website

2010-06-02 Thread Sean Hodges
Hello herrmie,

What problems are you having? My post included some example code, is
it this code you're having trouble with, or is it with adding the
library to your project? Adding a library is relatively
straightforward, although I admit I found it a bit confusing when I
was starting off with Android programming. The steps are detailed
here: 
http://developer.android.com/intl/fr/guide/appendix/faq/commontasks.html#addexternallibrary

If your project is open-source, send me a link to it and I'll download
the source and try compiling from here. If not, perhaps you could give
me an idea of what you're trying to achieve, and I'll look into
putting together an example project for you.

Regards,

Sean


On Wed, Jun 2, 2010 at 2:16 PM,   wrote:
> Hello Sean,
>
> sorry that I am writing you, but I have read your post on the android 
> developer group about importing external jar files 
> (http://groups.google.com/group/android-developers/browse_thread/thread/eac4b8a9ad12374/6008cc4c1ed33fb3?lnk=gst&q=jericho#6008cc4c1ed33fb3).
>  I want to use jericho too, but I have the problem with the import. How does 
> it work? I have tried a lot but nothing fits. Please help me, it is very 
> urgent.
>
> Thanks a lot and greets,
> herrmie
>

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Re: [android-developers] Re: Android finishActivity()

2010-06-04 Thread Sean Hodges
Mike,

You need to think of activities like a stack of cards. If you open
one, it will be placed on top of the pack. So if you want to open a
new activity from Activity B, just do use startActivity() as normal.

Activity A ---> Activity B --> Activity C

When you close Activity C, do a setResult(RESULT_CANCELLED) followed
by finish() just like I described for Activity B. Activity B will
handle the onActivityResult(), where you tell it to do the same thing
again. This way you are popping the activities off the stack
one-by-one, when there are no more activities left, the app will
close. To the user, this will appear as though Activity A and Activity
B had been closed when Activity C opened.

Your second option, which I did not think of before, is to add the
android:noHistory="true" attribute to Activity A and Activity B in
your AndroidManifest.xml. I don't have much experience with this flag,
but my understanding is that it will close the current activity when
another one is opened. The first approach will give you more control,
but this attribute might be simpler:
http://developer.android.com/intl/fr/guide/topics/manifest/activity-element.html#nohist

If I'm on the wrong track here, perhaps you could describe what you
want step-by-step. At the moment, it sounds like you want the stack to
have just one activity at all times.


Cheers,

Sean


On Fri, Jun 4, 2010 at 9:52 AM, mike  wrote:
> hi Sean Hodges,
>
> it's working correctly. and is there a way to achieve this thing using
> startActivity()???
>
> Starting Activity B like this
>
> startActivity(intent);
>
> so when i press back button from Activity B i'm doing this
>
>       �...@override
>        public boolean onKeyDown(int keyCode, KeyEvent event) {
>                // TODO Auto-generated method stub
>                if (keyCode == KeyEvent.KEYCODE_BACK) {
>                        finish();
>                        return true;
>                }
>                return false;
>        }
>
> and i don't want to redirect to the Activity A. i just want to send it
> to another activity. is this possible???
>
> regards,
> Mike
>
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Re: [android-developers] Re: Android finishActivity()

2010-06-04 Thread Sean Hodges
OK Mike, so reading carefully through your explanation, it looks to me
that the process you want is this:

A -> B -> C -> A -> (app close)

Whilst what you are actually getting, with your current code, is this:

A -> B -> C -> A -> A -> B -> (unknown)

The complex nature of your activity jumping suggests that the code is
simply too complex. I suggest you replace all the onKeyDown() and
startActivityForResult() handling for something like this:


Activity A


// This code goes in the correct method of Activity A to start Activity B
startActivity(new Intent(ActivityA, ActivityB));


Activity B


// This code goes in the correct method of Activity B to start Activity C
startActivity(new Intent(ActivityB, ActivityC));

// Set the "noHistory" attribute for Activity B in your AndroidManifest.xml
...


Activity C


// This code goes in the correct method of Activity C to jump back to Activity A
finish();


The outcome should be the navigation you are looking for. Activity B
is skipped when you press the back button from Activity C. Pressing
the back button again will close the application.


Cheers,

Sean


On Fri, Jun 4, 2010 at 1:03 PM, mike  wrote:
> hi Sean,
>
> this is what i have done.
>
> i Have 3 activities. Activity A, Activity B, and Activity C.
>
> Activity A is the starting Activity.
>
> according to a user action Activity A will navigate to Activity B like
> this.
> finish();
> startActivityForResult(Activity B, 102);
>
> Activity A --> Activity B
>
> after 5 seconds Activity B will starts Activity C
>
> StartActivity(Activity C)
>
> and will not finish Activity B.
>
> on top of Activity B, Activity C will be run.
>
> this is Activity C onCreate method
>
>       �...@override
>        protected void onCreate(Bundle savedInstanceState) {
>                // TODO Auto-generated method stub
>                super.onCreate(savedInstanceState);
>                Bundle b = getIntent().getExtras();
>                msg_id = b.getLong("ID");
>
> getWindow().setFlags(WindowManager.LayoutParams.FLAG_BLUR_BEHIND,
>
> WindowManager.LayoutParams.FLAG_BLUR_BEHIND);
>                setContentView(R.layout.blur_blue);
>        }
>
> this is manifest.xml
>
>        
>
> this is my theme.xml
>
> 
> 
> #77ff
> #7700ff00
> #70970468
> #70de6496
> #7f00
> #70ff7e00
> #70fff000
> 
>
> so Activity C will run on top of Activity B.
>
> so when i pressed back button from activity C
>
> application should redirects to Activity A.
>
>       �...@override
>        public boolean onKeyDown(int keyCode, KeyEvent event) {
>                // TODO Auto-generated method stub
>                if (keyCode == KeyEvent.KEYCODE_BACK) {
>                    finish();
>                    finishActivity(102);
>                    startActivity(new Intent(Acitivyt C, Activity
> A ));
>                        return true;
>                }
>                return false;
>        }
>
> Application redirects to Activity A and when i pressed back from
> Activity A
>
> again it redirects to Activity B and will not close the application.
>
> this is what i'm doing in Activity A
>
>       �...@override
>        public boolean onKeyDown(int keyCode, KeyEvent event) {
>                // TODO Auto-generated method stub
>                boolean b = false;
>                if (keyCode == KeyEvent.KEYCODE_BACK) {
>                        // int x = android.os.Process.SIGNAL_QUIT;
>                        finish();
>                        finishActivity(102);
>                }
>                return b;
>        }
>
> so Sean what do you think?? what can be done.
>
> regards,
> Mike
>
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Re: [android-developers] How does a "held" wakelock impact if the service dies with out releasing it?

2010-06-04 Thread Sean Hodges
Wake locks should be released when the object is garbage collected.
See the finalize() method in the WakeLock subclass here:

http://android.git.kernel.org/?p=platform/frameworks/base.git;a=blob;f=core/java/android/os/PowerManager.java

You will get a thrown exception in your logs if this occurs.

So, as long as your Service is no longer referenced in memory (e.g. it
has been destroyed), the wakelock should be released. Obviously this
should not be the behaviour by design :)


On Fri, Jun 4, 2010 at 3:36 PM, Satya Komatineni
 wrote:
> Scenario:
>
> 1. Broadcast Receiver holds a static wake lock hoping the service it
> started, when it finishes will release the lock
> 2. Howvever Service dies with out releasing the wake lock?
>
> What is likely to happen?
>
> I am assuming the process will be stopped after calling the
> "onDestory()" of the service, and I am hoping the device will go to
> sleep ignoring the "held" wake lock.
>
> Or does the call to "onDestroy()" delayed because of the wakelock
> although the service called "stopSelf()"
>
> Thanks
> Satya
>
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Re: [android-developers] how to listen for system wide key presses

2010-06-04 Thread Sean Hodges
I'm not aware of a system-wide key press listener, but check out the
org.openintents.audio.action_volume_update bradcast intent:

http://www.openintents.org/en/node/380

That should allow you to detect changes in the volume setting
(including the button presses).


On Fri, Jun 4, 2010 at 4:24 PM, EdKawas  wrote:
> Hello,
>
> I am trying to add a listener to my service that listens for volume
> key presses. I would like to act on presses even if my service is not
> in focus. Any idea how to do this? I have looked over the API, as well
> as performed google searches.
>
> Thanks!
>
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Re: [android-developers] Re: Android finishActivity()

2010-06-05 Thread Sean Hodges
OK I must have misinterpreted your description, so you want:

A -> B -> C -> B -> (close)

The simple answer is to move the android:noHistory="true" from the
Activity B declaration, to the Activity A one.



On Sat, Jun 5, 2010 at 3:25 PM, mike  wrote:
> Hi Sean,
>
> when you set
> ... activity>
> like this what happens is
>
> Activity C runs on top of Activity A not on Activity B.
>
> that is not what i want i want Activity C to run on top of Activity B
>
> regards,
> Mike
>
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Re: [android-developers] App disappears from the Market after upgrade

2010-06-07 Thread Sean Hodges
I can confirm the app is available on my Nexus One and the G1.

It's also visible on the Android Market according to Cyrket:
http://www.cyrket.com/p/android/net.yuvalsharon.android.netsms/

If it has only disappeared on your phone, perhaps you need to turn the
sync setting on so the Android Market data is updated?


On Mon, Jun 7, 2010 at 9:10 AM, Yuvi  wrote:
> Hi everyone!
>
> Yesterday something strange happened to my app after uploading an upgrade to
> the Market.
> First of all, my app is free, has the 'supports-screen' tag and has no
> 'copy-protection'. The last upgrade I did was on June, 2nd, and the app was
> visible on the market of my HTC Hero (Android 2.1, Custom ROM), on another
> HTC Hero (Stock 1.5), HTC Magic (Android 1.5) and HTC Magic (1.6).
>
> After yesterday's upgrade the app disappeared from my HTC Hero market
> (Android 2.1). Since I touched a bit the manifest file I thought it could
> have something to do with it. So, as a test, I did a checkout from my svn
> server of the older version, changed just the versionCode (to allow
> uploading that version) and uploaded that version to the Market. Still, the
> app is not found on my phone's Market!
>
> Do you have any idea what's happening? Maybe there were some updates to the
> Market itself that can cause this? :S
>
>
> Thanks for your time!
> Yuvi
>
>
> PS. my app's name is 'NetSMS', it would be cool if someone could tell me if
> he can find it on the market and tell me its phone/android version. Thanks!
>
> --
> YuviDroid
> http://android.yuvalsharon.net
>
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Re: [android-developers] Passing Bitmap to Another Activity

2010-06-07 Thread Sean Hodges
Personally, I would avoid keeping that bitmap in memory, otherwise you
are consuming a lot of resources and run the risk of hitting
performance/heap space limitations.

You could use openFileOutput() and getCacheDir() to store the contents
of the Bitmap into a temporary file:
http://developer.android.com/intl/fr/guide/topics/data/data-storage.html#filesInternal

Then pass the path to the file via the Intent.putExtra() mechanism
that you are already using. This way you are only loading the bitmap
into memory when it is needed, solving your problem of transferring it
to the other activity, and ensuring the temporary file is cleaned up
if your app crashes before you have time to delete it.


On Mon, Jun 7, 2010 at 7:24 AM, mike  wrote:
> hi guys,
>
> i have a Bitmap image and i want to forward the bitmap to another
> activity.
>
> i have two activities Activity A and Activity B
>
> this is how i started the Activity B
>
> startActivityForResult(new Intent(Activity A.this, Activity B.class),
> 120);
>
> in activity B
>
>        private void forwardImage(Bitmap bit) {
>                Intent i = new Intent(MMS.this, Compose.class);
>                i.putExtra("MMS", bit);
>                setResult(RESULT_OK, i);
>                finish();
>        }
>
> this is not forwarding to Activity A
> but if i put a String to the intent it'll forward.
>
> this is how i listene to result in Activity A
>
>       �...@override
>        protected void onActivityResult(int requestCode, int resultCode,
> Intent data) {
>                // TODO Auto-generated method stub
>                // super.onActivityResult(requestCode, resultCode, data);
>                switch (resultCode) {
>                case RESULT_OK:
>                        Intent intent = getIntent();
>                        Bitmap bitmap = (Bitmap) 
> intent.getParcelableExtra("MMS");
>
>                        mmsImage.setImageBitmap(bitmap);
>
>                default:
>                        break;
>                }
>
>        }
>
> how can i pass a bitmap
>
> regards,
> Mike
>
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Re: [android-developers] Re: MediaController in MediaPlayer

2010-06-07 Thread Sean Hodges
Hey Abhi,

Take a look at the VideoDemo class in Mark Murphy's tutorial projects:

http://github.com/commonsguy/cw-advandroid/blob/master/Media/Video/src/com/commonsware/android/video/VideoDemo.java


On Mon, Jun 7, 2010 at 2:28 PM, Abhi  wrote:
> guys
>
> any lead on this question would help me a bunch...
>
> thanks,
>
> abhi
>
> On Jun 4, 1:05 pm, Abhi  wrote:
>> Hello,
>>
>> I am using MediaPlayer to build a Video player for playing local video
>> files. However, I don't know how to enable MediaController for my
>> player. I want the media control buttons that pop up when you touch
>> the video surface.
>>
>> Can anyone help me out please?
>>
>> Thanks,
>>
>> Abhi
>
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Re: [android-developers] Re: MediaController in MediaPlayer

2010-06-07 Thread Sean Hodges
Abhi,

I'm not to sure about video playback outside of the VideoView, I
expect you have some substitute view to replace VideoView, as
MediaPlayer is just an interface to the back-end A/V component and
does no UI handling.

Looking at the MediaController, it accepts any view that implements
MediaPlayerControl:
http://developer.android.com/intl/fr/reference/android/widget/MediaController.MediaPlayerControl.html

The only build-in view that does this in the Android SDK is the
VideoView - but you should be able to make your substitute view
implement MediaPlayerControl and use it in exactly the same way. You
will just need to handle the callback methods that are defined in
MediaPlayerControl.

e.g.

public class MyVideoCanvas
extends SurfaceView
implements MediaPlayerControl {

private MediaController ctlr;
private MediaPlayer mediaPlayer;

public void onCreate() {
mediaPlayer = new MediaPlayer();

ctlr = new MediaController(this);
ctlr.setMediaPlayer(this);
ctlr.setAnchorView(this);
ctlr.setEnabled(true);
ctlr.show();
}

public void pause() {
// This is an example of a callback method from MediaPlayerControl...
mediaPlayer.pause();
}

// ...
}

I haven't tested this, but I don't see why it shouldn't work.


Sean


On Mon, Jun 7, 2010 at 2:41 PM, Abhi  wrote:
> Hey Sean
>
> Thanks for the link. But that's using VideoView and I am using
> MediaPlayer instead. I already have a player using VideoView but am
> having issues with it, so I decided to switch over to MediaPlayer. I
> have a player running so far but no auto Media Controller (like the
> one in the link with VideoView).
>
> Abhi
>
> On Jun 7, 9:34 am, Sean Hodges  wrote:
>> Hey Abhi,
>>
>> Take a look at the VideoDemo class in Mark Murphy's tutorial projects:
>>
>> http://github.com/commonsguy/cw-advandroid/blob/master/Media/Video/sr...
>>
>> On Mon, Jun 7, 2010 at 2:28 PM, Abhi  wrote:
>> > guys
>>
>> > any lead on this question would help me a bunch...
>>
>> > thanks,
>>
>> > abhi
>>
>> > On Jun 4, 1:05 pm, Abhi  wrote:
>> >> Hello,
>>
>> >> I am using MediaPlayer to build a Video player for playing local video
>> >> files. However, I don't know how to enable MediaController for my
>> >> player. I want the media control buttons that pop up when you touch
>> >> the video surface.
>>
>> >> Can anyone help me out please?
>>
>> >> Thanks,
>>
>> >> Abhi
>>
>> > --
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>>
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Re: [android-developers] How to send mms from my code

2010-06-07 Thread Sean Hodges
There is currently no public API available for sending MMS messages
(that is, SMS messages with embedded multimedia content).

You can launch the built-in MMS app along with your content using an
Intent, as described here:
http://jtribe.blogspot.com/2008/12/sending-mms-with-android.html.

Alternatively, you could attempt to use the internal API to send your
message, which is not obviously recommended but depending on your
purposes it might be your preferred solution. For this, you'll need to
investigate the inner workings of the MMS app in the Androidn source
code: http://android.git.kernel.org/?p=platform/packages/apps/Mms.git.


2010/6/7 Геннадий Дубина :
> Hi,
>
> I need to send mms from my code?
>
> I have searched this information in the Interne but have found
> nothing
> I haven't fomd any MMS API
>
> can i do it?
>
> Maybe somebody knows external library? maybe it is possible from
> native code?
>
> Thanks
>
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Re: [android-developers] Can't grok Activity life cycle.

2010-06-08 Thread Sean Hodges
There are a lot of large successful games available on Android, and
they all appear to be using the activity lifecycle without much
problem. I would start by taking a look at how they work.

My experience is that a game might "pause" when I leave to answer a
phone call or run another app. When I return, the app offers to resume
gameplay, and very occasionally an app will present a "loading" screen
as the game is re-loading its state. The resume time never takes long
(if it is needed at all), which suggests that most existing mobile
games strive to ensure there is not a lot of game state to save. This
is the common case, and the one mobile gamers are used to.

The worst case for the end user is if the game developer has worked
around the app lifecycle to keep their game in memory, and it causes
incoming phone calls to become unresponsive or drop completely.
Adhering to the activity lifecycle is the most efficient way to make
sure that this doesn't happen. The key is not to think of the activity
lifecycle as a set of unwieldy rules forcing you to do this and
that... Think of it as the environment that you are working in. You
are writing for a multitasking OS running on a range of devices, most
of which have very limited resources, and many require real-time
interruptions such as phone calls and text messages. The requirements
on how you store and retrieve your state is how Android handles the
resources, a bit like how OpenGL restricts how you handle textures to
meet resources of the graphics card.

I agree with Frank, Mark and String; if your
onSaveInstanceInstanceState() is going to take a long time to
complete, then you need to reduce the amount of data you are trying to
store. Perhaps if you describe the kind of content you are dealing
with (e.g. textures, 3D map data, etc), you might get some suggestions
on how to handle them more efficiently within Android.



On Tue, Jun 8, 2010 at 4:38 AM, Leigh McRae
 wrote:
> The common case is where an activity is put into the background and isn't
> killed for memory.  Forcing an Activity to save it's state when it's not
> required is a waste of resources on a resource scarce platform.
>
>
> On 6/7/2010 10:38 PM, Frank Weiss wrote:
>>
>> Hmm. I'm trying to grok how a world simulation that needs lots of memory
>> is a common case instead of an extreme case for a handheld mobile device.
>>
>> --
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>
> --
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> www.lonedwarfgames.com
>
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Re: [android-developers] Does specifying 2.2 exclude any devices?

2010-06-08 Thread Sean Hodges
An interesting question. Many of us outside the U.S. are still on 2.1,
what's your app called? I'll check that I can see it on the market and
run it without problems.

Have you tested your app on older versions of Android? I have several
emulator AVD's for testing against 1.5, 2.1, and 2.2. It would be
useful to know how your app reacts on an older platform when the SD
card installation option is turned on, is the setting just ignored?


On Mon, Jun 7, 2010 at 12:45 PM, Neilz  wrote:
> Hi all. On my app I recently went from:
>
> 
> using an Eclipse build target of 1.6
>
> to:
>
> 
> using an Eclipse build target of 2.2
>
> ...this was to take advantage of 2.2 features, like the SD Card
> installation option.
>
> I wonder if specifying this could have caused restrictions for some
> devices? As there has been a marked drop in usage stats since I made
> this release.
>
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Re: [android-developers] Can't grok Activity life cycle.

2010-06-08 Thread Sean Hodges
On Tue, Jun 8, 2010 at 3:17 PM, Leigh McRae
 wrote:
>
>  Well this really depends on the game.  For smaller scale games the time to
> load from scratch is so short you might not realize that the game is
> actually being restarted.

Some examples of the games I was referring to are "Armageddon
Squadron" and "Raging Thunder 2", both produced by Polarbit:
http://www.polarbit.com. I would consider them both large scale games,
but I guess the meaning is relative.

>  The framework is what it is and we can discuss this to the cows come home.
>  The original point was knowing the order of all the calls and now it's
> clear enough that I can work with it.

Apologies, I didn't mean to sound patronising. I'm merely interested
in this kind of topic, particularly with extreme conditions such as
the game state handling that you described. I also found the earlier
discussion between you and Mark very informative.

> Oddly enough on BlackBerry I just have to pause my game when being put into
> the background and I resume when put back into focus.  I don't loose my
> OpenGL context and I am not forced to do anything.  The end user experience
> is better as there are no forced loads.  I would have thought a newer API
> would be easier for the developer.

I agree losing the OpenGL context can involve a bit of work, I'm not
familiar with BlackBerry development so I can't make comparisons. The
Rokon game engine tends to handle this by wrapping a SurfaceView and
keeping track of the context during the lifecycle:
http://code.google.com/p/rokon/source/browse/trunk/OpenGL/GLSurfaceView.java?spec=svn25&r=25.
This seems to be effective, but it does leave you wondering why the
context lifetime isn't looked after for you by default.



>
>
>>
>
>
> On 6/8/2010 4:49 AM, Sean Hodges wrote:
>>
>> There are a lot of large successful games available on Android, and
>> they all appear to be using the activity lifecycle without much
>> problem. I would start by taking a look at how they work.
>>
>> My experience is that a game might "pause" when I leave to answer a
>> phone call or run another app. When I return, the app offers to resume
>> gameplay, and very occasionally an app will present a "loading" screen
>> as the game is re-loading its state. The resume time never takes long
>> (if it is needed at all), which suggests that most existing mobile
>> games strive to ensure there is not a lot of game state to save. This
>> is the common case, and the one mobile gamers are used to.
>>
>> The worst case for the end user is if the game developer has worked
>> around the app lifecycle to keep their game in memory, and it causes
>> incoming phone calls to become unresponsive or drop completely.
>> Adhering to the activity lifecycle is the most efficient way to make
>> sure that this doesn't happen. The key is not to think of the activity
>> lifecycle as a set of unwieldy rules forcing you to do this and
>> that... Think of it as the environment that you are working in. You
>> are writing for a multitasking OS running on a range of devices, most
>> of which have very limited resources, and many require real-time
>> interruptions such as phone calls and text messages. The requirements
>> on how you store and retrieve your state is how Android handles the
>> resources, a bit like how OpenGL restricts how you handle textures to
>> meet resources of the graphics card.
>>
>> I agree with Frank, Mark and String; if your
>> onSaveInstanceInstanceState() is going to take a long time to
>> complete, then you need to reduce the amount of data you are trying to
>> store. Perhaps if you describe the kind of content you are dealing
>> with (e.g. textures, 3D map data, etc), you might get some suggestions
>> on how to handle them more efficiently within Android.
>>
>>
>>
>> On Tue, Jun 8, 2010 at 4:38 AM, Leigh McRae
>>   wrote:
>>
>>>
>>> The common case is where an activity is put into the background and isn't
>>> killed for memory.  Forcing an Activity to save it's state when it's not
>>> required is a waste of resources on a resource scarce platform.
>>>
>>>
>>> On 6/7/2010 10:38 PM, Frank Weiss wrote:
>>>
>>>>
>>>> Hmm. I'm trying to grok how a world simulation that needs lots of memory
>>>> is a common case instead of an extreme case for a handheld mobile
>>>> device.
>>>>
>>>> --
>>>> You received this message because you are subscribed to the Google
>>>> Groups "Android Developers" group

Re: [android-developers] Re: How to send mms from my code

2010-06-09 Thread Sean Hodges
It opens the SMS app so you can enter the contact number, see my email earlier.


On Wed, Jun 9, 2010 at 2:25 PM, mike  wrote:
> hi guys,
>
> According to the site this is the code
>
>        Intent sendIntent = new Intent(Intent.ACTION_SEND);
>                        sendIntent.putExtra("sms_body", body);
>
>                        Log.d("MMS URI", mms_uri);
>
> mms_uri == content://media/external/images/thumbnails/0
>                        sendIntent.putExtra(Intent.EXTRA_STREAM, 
> Uri.parse(mms_uri));
>                        sendIntent.setType("image/png");
>                        startActivity(sendIntent);
>
> so to whom is this message is going.
> recipient is not mention here??
>
> how to set it??
>
> regards,
> Mike
>
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Re: [android-developers] Re: How to send mms from my code

2010-06-09 Thread Sean Hodges
Mike,

I can do a little more than that, I can give you a fully working unit
test with the phone number pre-populated in the From: field:


package com.seanhodges.sandbox;

import android.content.Intent;
import android.net.Uri;
import android.test.AndroidTestCase;

public class SendAnMMS extends AndroidTestCase {

public void testSendingAnMMS() throws Exception {
Intent intent = new Intent(Intent.ACTION_SEND);
intent.putExtra("address", "12345");
intent.putExtra("sms_body", "See attached picture");

intent.putExtra(Intent.EXTRA_STREAM,
Uri.parse("content://media/external/images/thumbnails/0"));
intent.setType("image/png");

// This is added just so the AndroidTestCase launches the 
activity
as expected, remove this line in your production code
intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);

getContext().startActivity(intent);
}
}


If the referenced image does not exist, you should get a warning
pop-up when the SMS app launches.


On Wed, Jun 9, 2010 at 3:57 PM, mike  wrote:
> Hi Sean,
>
> didn't get it at all. can you give me an example??
>
> regards,
> Mike
>
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Re: [android-developers] automatically turn on application

2010-06-09 Thread Sean Hodges
You might be able to use a Service and SensorListener for this, you
will need to work out how often you would want to run the Service to
poll the accelerometer for movement, as frequent polling will drain
the battery.

I've also read that the sensors can stop returning results when the
screen goes to sleep (as a battery saving action), you might be able
to get around this by applying a PARTIAL_WAKELOCK for each poll.

Once you've detected sensor movement, a simple "startActivity(this,
YourAppActivity.class);" should kick start your application.

On Wed, Jun 9, 2010 at 4:07 PM, Abhi  wrote:
> Can I kick start my application automatically based on accelerometer
> data from a "no app running" state? For e.g. if the phone is subjected
> to strong vibrations, the application turns on. In other words, how
> can I read accelerometer w/o really having an application do it?
>
> Thanks,
> Abhi
>
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Re: [android-developers] Uploading Adult apps.

2010-06-10 Thread Sean Hodges
I don't think you can upload it to the Android Market, but other app
markets will allow it.

One such market: http://www.mikandi.com/ - NOTE: *not* suitable for
work, depending on your work :)


On Thu, Jun 10, 2010 at 8:33 AM, Zaid  wrote:
> i read in the android content guidelines that no 18+ or adult apps are
> allowed. how do people manage to upload adult apps? i have one i would
> like to upload.
>
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Re: [android-developers] Re: How global is the app market?

2010-06-10 Thread Sean Hodges
I agree, it's a little tricky to use a Chinese language-only site
when, like me, you are not able to read Chinese. I admit, it's
completely my fault that I'm not multilingual, but there are many like
me and it is a barrier for both sides.

Also, even if I could navigate my way around the site, would the users
of these app markets want their results filled with non-translated
English apps?

I've had a number of people email me offering to translate my app and
put it on their markets, but unfortunately they only point me to their
non-English site and I can't make head nor tail of it. I usually just
avoid replying because I can't tell if what they are offering is
legitimate.

My suggestion to anyone wanting to successfully offer international
app markets, app translations, and improve the global market for
Android in general: Build an multi-language site explaining what you
do, and advertise it prominently in your email correspondence. I'd be
happy to help out in some small way (proof reading the English
translations, etc), but I think significant effort will be required to
make this a success.


On Thu, Jun 10, 2010 at 10:31 AM, ko5tik  wrote:
> Those markets aare cool,
>
> but without chinese knowlege there is no chance to put apps there...
>
>
> On 10 Jun., 05:28, NightGospel  wrote:
>> Hi Neilz,
>>
>> Be one of Asian people, AFAIK, mainland China people they have market
>> their own, it's name is "安卓市場"(Translation to English is "Android
>> Market"). Because Google doesn't open Asian area (except for Japan) to
>> let developers upload paid softwares, they are out of patience and
>> create one market to play. Their android market has many very qulified
>> and full-idea softwares I've never seen. But one drawback is that many
>> of them are Simplified-Chinese only. :(
>>
>> Their forum:http://hiapk.com/bbs/
>>
>> NightGospel
>>
>> On 6月10日, 上午2時27分, Neilz  wrote:
>>
>> > Hi. I'm UK based and I'm wondering how much of the world can see and
>> > download my apps from the market?
>>
>> > For example, the chinese market, which I believe is quite large, can
>> > they see UK or US based apps? Or does some kind of specific
>> > translation need to be done for this to happen? Or is it a separate
>> > market place?
>>
>> > Thanks.
>
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Re: [android-developers] Is it possible to link to iTunes Store from Android application?

2010-06-10 Thread Sean Hodges
I don't think so, Apple haven't released an API for iTunes.

You might be able to hack something together, pulling the files off
the local hard disk, etc, but be prepared to fight against
compatibility problems between versions.


On Thu, Jun 10, 2010 at 12:23 PM, Samuh  wrote:
> Is it possible to link to iTunes store from within an Android
> application? The user should be able to download a song and save it to
> his/her SDcard, play the file etc.?
>
> Thanks.
>
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Re: [android-developers] How to resolve the "hide" interface in Eclipse

2010-06-10 Thread Sean Hodges
You can exclude classes (or entire packages) from the build in Eclipse
by right-clicking on them and selecting "Build Path" -> "Exclude".

On Thu, Jun 10, 2010 at 12:26 PM, yangm  wrote:
> I use Eclipse to develop my application, but I wan to use some @hide
> interface.
>
> -)In Eclipse, build failed, because the "symbol could not be resolved."
> -)I put my application to $(AND_REPO)/packages/apps/. build with "make", the
> build passed.
>
> How can I make the build pass in eclipse ?
>
> (I know "use hide interface break some rules" , but this is a political
> issue.)
>
> Thanks
> Ming.
>
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Re: [android-developers] Uploading Adult apps.

2010-06-10 Thread Sean Hodges
On Thu, Jun 10, 2010 at 3:08 PM, TreKing  wrote:
> On Thu, Jun 10, 2010 at 4:15 AM, Sean
> Hodges  wrote:
>>
>> I don't think you can upload it to the Android Market,
>
> Well, you *can*, as evidenced by the plethora of adult apps already on the
> Market.
> You just risk being pulled for violating the TOS.

This is true, I should have been more clear. There is a difference
between being allowed to upload it, and being physically able to do
it.

I would argue that the Android Market is policed: I have heard of a
fair number of occasions, both on and off the mailing lists, where
people have had their apps pulled due to violating the TOS (usually
without a proper explanation from Google). However, as TreKing points
out, it is not foolproof so you might get away with it for a while.

I still suggest the OP seeks an adult material-friendly market instead
of relying on this approach though, or offers the APK as a direct
download from a website.

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Re: [android-developers] Uploading Adult apps.

2010-06-10 Thread Sean Hodges
Quite the contrary, I gave one example in an earlier post to this thread.

I believe these app markets are relatively new, which is one of the
main reasons they have had little exposure.

Anyway, as Fred suggested this discussion would probably be more
suited on the discuss list.


On Thu, Jun 10, 2010 at 4:06 PM, John T. Haggerty  wrote:
> Ive heard rumors of things like that however never seen anything proving
> this even with exploratory web searches.one would assume they are very much
> unadvertised
>
> On Jun 10, 2010 8:24 AM, "Sean Hodges"  wrote:
>> On Thu, Jun 10, 2010 at 3:08 PM, TreKing  wrote:
>>> On Thu, Jun 10, 2010 at 4:15 AM, Sean
>>> Hodges  wrote:
>>>>
>>>> I don't think you can upload it to the Android Market,
>>>
>>> Well, you *can*, as evidenced by the plethora of adult apps already on
>>> the
>>> Market.
>>> You just risk being pulled for violating the TOS.
>>
>> This is true, I should have been more clear. There is a difference
>> between being allowed to upload it, and being physically able to do
>> it.
>>
>> I would argue that the Android Market is policed: I have heard of a
>> fair number of occasions, both on and off the mailing lists, where
>> people have had their apps pulled due to violating the TOS (usually
>> without a proper explanation from Google). However, as TreKing points
>> out, it is not foolproof so you might get away with it for a while.
>>
>> I still suggest the OP seeks an adult material-friendly market instead
>> of relying on this approach though, or offers the APK as a direct
>> download from a website.
>>
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Re: [android-developers] Re: How to send mms from my code

2010-06-12 Thread Sean Hodges
Mike,

In the way I described, you are correct. There may be some way of
returning the success of the MMS delivery by using
startActivityForResult() instead of startActivity(), but you will have
to take a look at the SMS app source code to see what is available
there.

Regards,

Sean

On Sat, Jun 12, 2010 at 3:44 PM, mike  wrote:
> hi Sean,
>
> thanks for your reply, but in this case it's not possible to get the
> status of the message isn't it??
>
> regards,
> Mike
>
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Re: [android-developers] Re: How to send mms from my code

2010-06-14 Thread Sean Hodges
That is because there are multiple apps on your phone that can handle
the intent.

See the documentation:
http://developer.android.com/intl/fr/reference/android/content/Intent.html#ACTION_SEND


On Mon, Jun 14, 2010 at 5:31 AM, mike  wrote:
> hi sean,
>
> when i try to send a mms using your code it pop up a box to select a
> relevant application to send the message?? why is that
>
>
> regards,
> Mike
>
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Re: [android-developers] Re: How to send mms from my code

2010-06-14 Thread Sean Hodges
I'm not sure of the best way to do this; but my understanding of the
mechanism is that the image is pulled from any given content provider
URI, just so long as the data returned can be understood by
BitmapFactory.decodeStream().

So a simple solution would be to create a new ContentProvider and pass
a corresponding URI to the Intent (instead of
"content://content/external/images/..."). You could then send a
drawable from your app using this custom content provider in the form
of a ByteArrayOutputStream.

A second approach would be to copy the drawable image to the external
storage, and use the URI format I gave in the example.


On Mon, Jun 14, 2010 at 10:57 AM, Neilz  wrote:
> I've just been looking for something like this myself... a timely
> topic.
>
> Please could you edit this code to show how I would send an image from
> the @drawable folder?
>
> On Jun 9, 4:29 pm, Sean Hodges  wrote:
>> Mike,
>>
>> I can do a little more than that, I can give you a fully working unit
>> test with the phone number pre-populated in the From: field:
>>
>> package com.seanhodges.sandbox;
>>
>> import android.content.Intent;
>> import android.net.Uri;
>> import android.test.AndroidTestCase;
>>
>> public class SendAnMMS extends AndroidTestCase {
>>
>>         public void testSendingAnMMS() throws Exception {
>>                 Intent intent = new Intent(Intent.ACTION_SEND);
>>                 intent.putExtra("address", "12345");
>>                 intent.putExtra("sms_body", "See attached picture");
>>
>>                 intent.putExtra(Intent.EXTRA_STREAM,
>> Uri.parse("content://media/external/images/thumbnails/0"));
>>                 intent.setType("image/png");
>>
>>                 // This is added just so the AndroidTestCase launches the 
>> activity
>> as expected, remove this line in your production code
>>                 intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
>>
>>                 getContext().startActivity(intent);
>>         }
>>
>> }
>>
>> If the referenced image does not exist, you should get a warning
>> pop-up when the SMS app launches.
>>
>> On Wed, Jun 9, 2010 at 3:57 PM, mike  wrote:
>> > Hi Sean,
>>
>> > didn't get it at all. can you give me an example??
>>
>> > regards,
>> > Mike
>>
>> > --
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>>
>>
>
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Re: [android-developers] Re: How to send mms from my code

2010-06-14 Thread Sean Hodges
> This acutally works if I select gmail, although the image name gets
> changed to the resource id. However if I choose 'Messaging' from the
> intent chooser, it throws a null pointer.

That's very odd. Have you tried the "package/type/name" format instead
of "package/id"?

Uri uri = 
Uri.parse("android.resource://com.package.android.test/drawable/icon");

Or, alternatively, there might be something fishy with drawables
specifically, copy the image into the raw/ assets and try:

Uri uri = Uri.parse("android.resource://com.package.android.test/raw/icon");

I'll give it a test tonight. As I said, the MMS ("Messaging") app
requires the image to be read in by BitmapFactory. It might be having
trouble with the fact the location is read-only... My guess is that
the Email/GMail apps reference the image file directly, and don't try
to transform it before sending.




On Mon, Jun 14, 2010 at 12:14 PM, Neilz  wrote:
> This whole functionality seems really inconsistent - I now remember
> that I've tried this before and given up.
>
> I tried this code:
>
> Intent i=new Intent(android.content.Intent.ACTION_SEND);
> i.setType("image/jpg");
> i.putExtra(Intent.EXTRA_SUBJECT, "Neils Subject");
> i.putExtra(Intent.EXTRA_TEXT, "Hello Neil, check this out");
> i.putExtra(Intent.EXTRA_STREAM,Uri.parse("file://sdcard/DCIM/Camera/
> 2010-05-02 13.19.32.jpg"));
> startActivity(i);
>
> This sends an email but there's no attachment (it exists!)
>
> I also tried this code:
>
> Uri uri = Uri.parse("android.resource://com.package.android.test/" +
> R.drawable.icon);
> Intent i=new Intent(android.content.Intent.ACTION_SEND);
> i.setType("image/jpg");
> i.putExtra(Intent.EXTRA_SUBJECT, "Neils Subject");
> i.putExtra(Intent.EXTRA_TEXT, "Hello Neil, check this out");
> i.putExtra(Intent.EXTRA_STREAM, uri);
> startActivity(i);
>
> This acutally works if I select gmail, although the image name gets
> changed to the resource id. However if I choose 'Messaging' from the
> intent chooser, it throws a null pointer.
>
> On Jun 14, 11:55 am, Sean Hodges  wrote:
>> I'm not sure of the best way to do this; but my understanding of the
>> mechanism is that the image is pulled from any given content provider
>> URI, just so long as the data returned can be understood by
>> BitmapFactory.decodeStream().
>>
>> So a simple solution would be to create a new ContentProvider and pass
>> a corresponding URI to the Intent (instead of
>> "content://content/external/images/..."). You could then send a
>> drawable from your app using this custom content provider in the form
>> of a ByteArrayOutputStream.
>>
>> A second approach would be to copy the drawable image to the external
>> storage, and use the URI format I gave in the example.
>>
>> On Mon, Jun 14, 2010 at 10:57 AM, Neilz  wrote:
>> > I've just been looking for something like this myself... a timely
>> > topic.
>>
>> > Please could you edit this code to show how I would send an image from
>> > the @drawable folder?
>>
>> > On Jun 9, 4:29 pm, Sean Hodges  wrote:
>> >> Mike,
>>
>> >> I can do a little more than that, I can give you a fully working unit
>> >> test with the phone number pre-populated in the From: field:
>>
>> >> package com.seanhodges.sandbox;
>>
>> >> import android.content.Intent;
>> >> import android.net.Uri;
>> >> import android.test.AndroidTestCase;
>>
>> >> public class SendAnMMS extends AndroidTestCase {
>>
>> >>         public void testSendingAnMMS() throws Exception {
>> >>                 Intent intent = new Intent(Intent.ACTION_SEND);
>> >>                 intent.putExtra("address", "12345");
>> >>                 intent.putExtra("sms_body", "See attached picture");
>>
>> >>                 intent.putExtra(Intent.EXTRA_STREAM,
>> >> Uri.parse("content://media/external/images/thumbnails/0"));
>> >>                 intent.setType("image/png");
>>
>> >>                 // This is added just so the AndroidTestCase launches the 
>> >> activity
>> >> as expected, remove this line in your production code
>> >>                 intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
>>
>> >>                 getContext().startActivity(intent);
>> >>         }
>>
>> >> }
>>
&g

Re: [android-developers] Re: Android finishActivity()

2010-06-16 Thread Sean Hodges
Hello Mike, I somehow missed your last email.

On Wed, Jun 16, 2010 at 5:16 AM, mike  wrote:
> Hi Sean,
>
> i hope you also has gone out of answers. any way kindly let me know
> this.
>
> A --> B --> C -->

C --> where? C to A? C to finished?  C to force close dialog?

What I'm looking for is a visual flow of the activities, what isn't
clear is what is supposed to happen once you start hitting the back
button.

>
> if i'm going to start Activity C from Activity B like this
>
> startActivity(Activity C);
>
> and when i press back button from activity C
>
>       �...@override
>        public boolean onKeyDown(int keyCode, KeyEvent event) {
>                // TODO Auto-generated method stub
>                if (keyCode == KeyEvent.KEYCODE_BACK) {
>                    finish();
>                        return true;
>                }
>                return false;
>        }
>
> since i have call finish() method application will redirect back to
> Activity B
>
> so once i'm redirected to Activity B is there a way to capture that
> i'v been back to Activity B
>

Yes, this is the purpose of startActivityForResult() and onActivityResult().

> because onCreate method will not fire up like that how can i capture
> it. then i'll be bale to finish() the activity

You are still trying to fudge your existing code to work. You need to
take this back to the design stage and work out exactly what it is you
want to do.

Saying things like:

> i want Activity C to run on top of Activity B.

Indicates that you require both activities to be open and
communicating with each other simultaneously, this is not a sensible
approach as Activity B could disappear at any time for a variety of
reasons.

Re-think your approach in terms of a website. You don't have
"index.html" and "basket.html" open at the same time, you communicate
between them using a combination of the HTTP request-response pattern
(in Android terms: startActivityforResult-onActivityResult), and
storage solutions such as databases and user sessions (in Android
terms: content providers and extending android.app.Application).

Decouple your dependencies between activities, and this will become a
lot easier.

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Re: [android-developers] READ_PHONE_STATE and WRITE_EXTERNAL_STORAGE automatically required?

2010-06-21 Thread Sean Hodges
Can't say I've seen this before. Do you mean the permissions are
automatically added to the AndroidManifest.xml, or that your app
requests those permissions even without the  entries
present?

If it's the former, have you tried just removing those permissions
from your manifest?


On Mon, Jun 21, 2010 at 9:27 AM, Viktor Linder  wrote:
> My app does not require the READ_PHONE_STATE and
> WRITE_EXTERNAL_STORAGE permissions (there's no clause about this in
> the manifest), but it seems they are implicitly added by the SDK when
> minSdkVersion is set to 3.
>
> Will the user on a 1.6 or higher phone be queried about these
> permissions when downloading my app from the market, or is it only
> when downloading it through the browser?
>
> This is a bit of a catch 22 - I support 1.5 and I want to reach this
> userbase, yet I do not want to scare potential users by requiring
> these extra permissions (which my app doesn't require; it doesn't
> write to the sd card nor use the phone function).
>
> Anyone in this group have experience dealing with this issue?
>
> All answers appreciated!
>
> Best regards,
> Viktor Linder
>
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Re: [android-developers] Re: Extract text from image

2010-06-21 Thread Sean Hodges
Sreehari,

OCR is not really an Android topic, I'd be surprised if anyone had any
out-of-the-box sample code you could just use.

One relatively straight-forward solution might be to use an OCR Web
service to convert your images. A quick search brings up:
http://www.ocrwebservice.com/, which has a 30 day free trial. Have a
look around for other options, but you'll probably find scanning on
the device very time consuming.




On Mon, Jun 21, 2010 at 12:15 PM, SREEHARI
 wrote:
> Hi Toni,
>
>  Thanks for the information. Can you provide any sample code for
> this.
>
> Regards,
> SREEHARI
>
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Re: [android-developers] Animated widgets?

2010-06-22 Thread Sean Hodges
What is the problem you are trying to solve? Perhaps there is a better
solution than an app widget.

For instance, you can have a canvas in a live wallpaper (assuming you
do not need to support Android 1.x), or maybe the animation could be
triggered after clicking on the app widget (e.g. it opens an activity
with a canvas)...


On Sun, Jun 20, 2010 at 7:14 PM, Ryan Detwiler  wrote:
> I would like to make a simple 2x2 widget that displays a canvas that's
> updated every second - how can I go about doing this? I noticed you
> can't make the onUpdate() update more than every half hour now, so
> that shoots down that idea...
>
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Re: [android-developers] Re: Avoiding GPL

2010-06-23 Thread Sean Hodges
You really need to consult a specialist on this subject, developers
(including me) have a tendency to give out "I am not a lawyer" type
advice, which is inherently unreliable.

In the strategy you describe, I believe putting A and B in the same
APK means you are distributing both components as a single piece of
software. A person cannot modify and distribute B without either
bundling closed-source A, or modifying the build process (which also
violates the GPL). You would be closer to a solution if you created 2
separate APK's, as long as A and B are completely independent of each
other.

The nature of the GPL is that the authors *do not want* their code
distributed in a closed-source solution, and this is exactly why it is
so difficult to find a legal way to do it. If you want to mix
licences; seek legal advice, and/or contact the authors about the
possibility of a dual-licence solution.


On Wed, Jun 23, 2010 at 7:32 AM, Naveen Maheshwari  wrote:
> Yeah David is right.If you link your application with open source libraries
> you have to open your code.
>
> That's  why what I am trying to do is the code that uses open source I make
> it as separate module and run that as remote service.
> Now since this service is running as a separate process so I am oblized to
> open only source code for this service...
>
> So the basic idea is
> A my app has some data and it needs to process this data... When it needs to
> process this data it runs a remote service B. This service process the data
> and returns back to A.
>
> B is the service that is using open source code and is running as a remote
> service. which is different process than app A.
> Source code for B  will be made open source.
>
> So as far as I know there should not be any legal issues and all can go as
> same .apk.
>
> Thanks
>
>
>
>
>
> On Wed, Jun 23, 2010 at 3:14 PM, Chi Kit Leung 
> wrote:
>>
>> I think david is very right about that.
>>
>> On Wed, Jun 23, 2010 at 4:04 PM, David Turner  wrote:
>>>
>>>
>>> On Tue, Jun 22, 2010 at 9:33 PM, HaMMeReD  wrote:

 If you can use it without modifying the source then just do it, and
 provide credit to the library creator clearly in your app.

>>> this is wrong on many levels. As soon as you *distribute* the binaries
>>> (e.g. through Market),
>>> you must provide the sources of _all_ your program if you link against
>>> the GPLed sources.
>>> This is true of GPLv2 or GPLv3.
>>> The LGPL is different, but conditions are very specific, and probably
>>> corresponds more to
>>> what you describe. However, this does not apply to the GPLv3.
>>> Please read the GPL Faq, it contains useful information.
>>>

 If you need to modify the source, then you need to be able to provide
 the modifications. If you need to integrate it with your app deeply so
 that you can't use the modified version without your app, then you
 need to open source the entire thing.

 IANAL but using a open source library in a closed source project
 without any modification should not provide any serious legal issues
 as long as everyone is properly credited and there is no stipulations
 in the license or on the creators website.

 I wouldn't recommend doing complex workarounds, because it just
 increases the amount of changes and dependencies between your app and
 the open source app, and shows that you were trying to circumvent
 things. Just do your best to not change it, and check the creators
 site to see if they sell alternate licenses that might server your
 needs better, if you do need to modify the source in certain ways.


 Adam Hammer

 On Jun 22, 12:10 am, Naveen  wrote:
 > Hi!
 > I need to use some open source code with GPL3.
 >
 > As usual I don't want to open source code for full application.
 >
 > Now what I understand is if I make two separate process one with my
 > main application code and other as a service or something with Open
 > source library  then in that case I have to open source code only for
 > the other one.
 >
 > Now the question is what is the best way to do so in Android.
 >
 > Suppose
 > My Main App  is  A
 > Open Source code is  B
 >
 > So A will give some data to B. B will process this and sends data back
 > to A. B may not need to have any UI.
 >
 > 1. Is it possible to install 2 seperate applications / processes from
 > one APK?
 > 2. What is the best way ?Should B be a service? How will be the
 > communication between A and B ?
 > 3. Is it possible to run/call B from A?
 >
 > Pls. advice
 >
 > Thanks

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Re: [android-developers] Re: Any chance to deactivate the lock pattern in Froyo from code?

2010-06-23 Thread Sean Hodges
On Wed, Jun 23, 2010 at 9:46 AM, LeveloKment  wrote:
> Come on.
> No information? No opinion? No advice how to address this issue to the
> Android development team?

This particular functionality belongs in the system layer, not user-space apps.

Log an enhancement ticket on b.android.com, and consider writing a
patch for the platform that provides the functionality in a privileged
app, most likely "Settings.apk". However you decide to implement it,
make sure the mechanism is not exposed via the public API, so regular
apps cannot take advantage of it like yours used to.


>
> Thanks from Germany
> Lars
>
>
> On 16 Jun., 08:16, LeveloKment  wrote:
>> just a small "bump" ... with the hope someone can answer my question.
>>
>> On 8 Jun., 09:46, LeveloKment  wrote:
>>
>> > Hello.
>>
>> > I provide a small tool called PatternControl via the market that give
>> > the users the opportunity to temporary deactivate the Android "lock
>> > pattern" for a definable amount of time. With other words: After
>> > entering the pattern, the pattern becomes deactivated for i.e. 5mins
>> > and re activates it self afterwards.
>>
>> > Until now (Android < 2.2) this was only possible by changing the
>> > settings directly, because there was no related API provided.
>> > (i.e.with something like
>> > setBoolean(Settings.System.LOCK_PATTERN_ENABLED, enabled))
>> > It is clear that this in not a good way, but from my knowledge there
>> > was no alternative.
>>
>> > My hope was, that Froyo would introduce a new API to handle things
>> > like that "legally".
>> > With the new security model of Android 2.2 writing to this kind of
>> > settings is now disallowed and the PolicyManager class seems just to
>> > offer password complexity options.
>>
>> > So here is my question:
>> > Is there still any way to temporary deactivate the "lock pattern" as
>> > long as Android does not support such a delay functions natively?
>>
>> > Thanks for you answer & Best regards
>> > Lars
>
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Re: [android-developers] Background apps (Instant Messaging) being killed without user notification

2010-06-23 Thread Sean Hodges
What Kostya said.

When memory is critically low on the device, apps are killed outright
to regain user control. Android was originally designed for mobile
phones, and nobody wants to miss an incoming call because they have
run out of memory. No notification is passed to the user, because well
written apps should handle this themselves. Some will want to alert
the user, others will want to carry on where they left off without
bothering the user about the event.

As a user, you can do the following:

A) Contact the developers of Nimbuzz and explain the problem you are
having. They have probably not benchmarked against such high load, and
as a long-running service the app should really have a recovery
process for when it is killed. An alarm manager could periodically
check an "is logged in" flag, and automatically log the user back in
if the background service was killed.

B) Don't try to run so many tasks at once, or purchase a phone with
more available memory (depending on your individual requirements).



On Wed, Jun 23, 2010 at 5:13 PM, Kostya Vasilyev  wrote:
> Simon,
>
> I think this should be taken up with developers of these apps.
>
> In particular, my recommendations to them would be:
>
> - Use a startForeground / setForeground call to mark the service as being
> important to the user, do it only while the user is logged in.
>
> - Display a notification the phone's status bar, so the user knows if the
> service is still kicked out of memory.
>
> - Consider using AlarmManager to restart the service and re-login if there
> is an active logged in session.
>
> -- Kostya
>
>
> 23.06.2010 20:07, Simon Broenner пишет:
>>
>> 1. Why am I, the user, not informed the the application has died, and
>> hence, the connection has been lost?
>> 2. Why are all the IM apps being killed, and not my other background
>> apps? Sipdroid and Locale have NEVER been killed in this fashion.
>>
>
>
> --
> Kostya Vasilev -- WiFi Manager + pretty widget --
> http://kmansoft.wordpress.com
>
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Re: [android-developers] Re: Any chance to deactivate the lock pattern in Froyo from code?

2010-06-24 Thread Sean Hodges
On Thu, Jun 24, 2010 at 1:24 PM, Mark Murphy  wrote:
> On Thu, Jun 24, 2010 at 3:27 AM, LeveloKment  
> wrote:
>> What is your advice to make the development team at least aware was
>> this "potential improvement"?
>
> Post something on http://b.android.com -- short of contributing a
> patch (or at least discussing contributing a patch), this is the
> primary repository of other ideas.
>

Do my emails not get through on the mailing list anymore? :(

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Re: [android-developers] How To Override the “Back ” button so it doesn’t Finish() my Activity?

2010-06-29 Thread Sean Hodges
When the user presses the back button, the activity in the foreground
is stopped (and destroyed). This is what always happens, for all apps.

What you really want is to restore the state of your activity when it
is re-launched. See:
http://developer.android.com/intl/fr/reference/android/app/Activity.html#SavingPersistentState
- the section includes some sample code to get you started.

On Tue, Jun 29, 2010 at 4:42 PM, draf...@gmail.com  wrote:
> I currently have an Activity that when it gets displayed a
> Notification will also get displayed in the Notification bar.
>
> This is so that when the User presses home and the Activity gets
> pushed to the background they can get back to the Activity via the
> Notification.
>
> The problem arises when a User presses the back button, my Activity
> gets destroyed but the Notification remains as I want the user to be
> able to press back but still be able to get to the Activity via the
> Notification. But when a USER tries this I get Null Pointers as its
> trying to start a new activity rather than bringing back the old one.
>
> So essentially I want the Back button to act the exact same as the
> Home button and here is how I have tried so far:
>
> ---
>
>
>                       �...@override
>                        public boolean onKeyDown(int keyCode, KeyEvent event)  
> {
>                            if (Integer.parseInt(android.os.Build.VERSION.SDK) 
> < 5
>                                    && keyCode == KeyEvent.KEYCODE_BACK
>                                    && event.getRepeatCount() == 0) {
>                                Log.d("CDA", "onKeyDown Called");
>                                onBackPressed();
>                            }
>
>                            return super.onKeyDown(keyCode, event);
>                        }
>
>                        public void onBackPressed() {
>                                Log.d("CDA", "onBackPressed Called");
>                        Intent setIntent = new Intent(Intent.ACTION_MAIN);
>                        setIntent.addCategory(Intent.CATEGORY_HOME);
>                        setIntent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);
>                        startActivity(setIntent);
>
>                            return;
>                        }
>
> ---
>
> However the above code still seems to allow my Activity to be
> destroyed, How can I stop my Activity from being destroyed when the
> back button is pressed?
>
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Re: [android-developers] Re: User comments available in the developer console!

2010-06-30 Thread Sean Hodges
On Wed, Jun 30, 2010 at 3:45 PM, TreKing  wrote:
> let's be honest - it's still fairly useless save for
> the convenience factor.

I wouldn't say useless, the comment feed looks to be real-time, and
therefore more up-to-date than Cyrket and other sites (based on what
I've seen in my app listings). This would be useful for the early
stages of an app, when the developer is trying to keep on top of the
reviews coming in. Before, this could only be done if you owned a
phone and kept checking the Market app.

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Re: [android-developers] Re: Twitter App Source Code

2010-07-07 Thread Sean Hodges
It hasn't been announced yet.

On Wed, Jul 7, 2010 at 3:31 PM, zachariahyoung  wrote:
> Does anybody know when it will be released?
>
> On Jul 7, 9:16 am, Mark Murphy  wrote:
>> On Wed, Jul 7, 2010 at 10:14 AM, zachariahyoung  wrote:
>> > Where can I find the source code for the Android Twitter App?
>>
>> AFAIK, it has not yet been released.
>>
>> --
>> Mark Murphy (a Commons 
>> Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy
>>
>> _Android Programming Tutorials_ Version 2.8 Available!
>
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Re: [android-developers] Android IMEI with letter :O

2010-07-08 Thread Sean Hodges
Can you give an example? If you are detecting non-digits, perhaps they
are dashes "-" separating the identifier components?

Be careful when making assumptions on this value as not all Android
devices are phones, and as far as I'm aware manufacturers could
potentially pass anything back from a getDeviceId() call. Same goes
for other functions, such as getLine1Number(), etc.



On Thu, Jul 8, 2010 at 1:27 PM, sblantipodi
 wrote:
> Hi all,
>
> after this code:
>
> TelephonyManager mTelephonyMgr = (TelephonyManager)
> getSystemService(Context.TELEPHONY_SERVICE);
> pin = mTelephonyMgr.getDeviceId();
>
> the pin variable should contain the IMEI number of the phone,
> on some phones it returns LETTER and DECIMAL, how it it possible?
>
> IMEI with letter? :o
>
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Re: [android-developers] Re: Sending and reveiving mails in emulator

2010-07-12 Thread Sean Hodges
I'll take that as a BUMP :)

Have you seen this thread?
http://www.mail-archive.com/android-port...@googlegroups.com/msg06255.html

How have you set up your GMail account in the Email app? IMAP? Can you
connect to the Web OK using the emulator browser?


On Mon, Jul 12, 2010 at 10:55 AM, Danny Schimke
 wrote:
> No idea?
>
> Thanks a lot!
>
> -Danny Schimke
>
> On Jul 9, 8:38 am, Danny Schimke  wrote:
>> Hello,
>>
>> I configured my gmail account successfully in the emulator. My goal is
>> to respond to incoming messages in the mail account from my own
>> application - for example display notification. I am using the
>> standard mail application that comes with the emulator. I tried to
>> receive mails from my account, but it does not work, there are no
>> conversations in the standard mail application. I can't send and
>> reveive messages from inside the emulator. Why?
>>
>> Thank you very much!
>> -DannySchimke
>
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Re: [android-developers] Re: Sending and reveiving mails in emulator

2010-07-12 Thread Sean Hodges
Don't use the "Accounts & sync" settings to set up the Email app.
Those settings are for the Google apps (GMail, Maps, Contacts, etc),
not the Email app.

Open the Email app and press the Menu button on your emulator, then
select "Account settings". The "Server settings" section is at the
bottom of the list.


On Mon, Jul 12, 2010 at 2:46 PM, Danny Schimke
 wrote:
> Hi,
>
> IMAP dont work too.
>
> I successfully added my Gmail account (Settings > Accounts & sync >
> Add Account) using server "m.google.com". When I start the email app
> the specified Gmail account is used by it, but I have no chance to
> edit the Settings for using pop3 or imap (I can change the settings
> for incoming messages but it does not work, I have to use m.gmail.com
> without further information to keep the Email app using my account). I
> tried to send an message but the mail stays in the outgoing
> directory... I also cannot see my labels and (new) messages in the
> emulator.
>
> In the web I found no solution for this or a similar issue...
>
> I tried using SDK 7 and 8!
>
> -Danny Schimke
>
> On Jul 12, 2:51 pm, Danny Schimke 
> wrote:
>> Hi Sean,
>>
>> first: thank you for supporting me!
>>
>> Some information:
>> In the Eclipse preferences and the "Additional Emulator Command Line
>> Options" of my project I added the "-http-proxyhttp://proxy:3128";
>> property, because I'am behind a proxy.
>>
>> 1. started the emulator device
>> 2. opened the web browser and try to go to "http://www.ebay.de"; for
>> example - it worked
>> 3. opened "Email" app and entered email address and password for my
>> Gmail account - clicked "Manual setup"
>> 4. selected POP3 as account type
>> 5. changed POP3 server to "pop.gmail.com" and changed security type to
>> SSL (port 995)
>> 6. clicked "Next" to finish configuration of my mail account - got an
>> error "Setup could not finish - Unable to open connection to server"
>>
>> When I returne to the browser and try to open a website it does not
>> load... I have to restart the emulator to get (re)access to the
>> internet. IMAP in my Google Mail is activated I'll try to configure
>> via IMAP and give response ;-)
>>
>> Thanks,
>> -Danny Schimke
>>
>> On Jul 12, 12:09 pm, Sean Hodges  wrote:
>>
>> > I'll take that as a BUMP :)
>>
>> > Have you seen this 
>> > thread?http://www.mail-archive.com/android-port...@googlegroups.com/msg06255...
>>
>> > How have you set up your GMail account in the Email app? IMAP? Can you
>> > connect to the Web OK using the emulator browser?
>>
>> > On Mon, Jul 12, 2010 at 10:55 AM, Danny Schimke
>>
>> >  wrote:
>> > > No idea?
>>
>> > > Thanks a lot!
>>
>> > > -Danny Schimke
>>
>> > > On Jul 9, 8:38 am, Danny Schimke  wrote:
>> > >> Hello,
>>
>> > >> I configured my gmail account successfully in the emulator. My goal is
>> > >> to respond to incoming messages in the mail account from my own
>> > >> application - for example display notification. I am using the
>> > >> standard mail application that comes with the emulator. I tried to
>> > >> receive mails from my account, but it does not work, there are no
>> > >> conversations in the standard mail application. I can't send and
>> > >> reveive messages from inside the emulator. Why?
>>
>> > >> Thank you very much!
>> > >> -DannySchimke
>>
>> > > --
>> > > You received this message because you are subscribed to the Google
>> > > Groups "Android Developers" group.
>> > > To post to this group, send email to android-developers@googlegroups.com
>> > > To unsubscribe from this group, send email to
>> > > android-developers+unsubscr...@googlegroups.com
>> > > For more options, visit this group at
>> > >http://groups.google.com/group/android-developers?hl=en
>
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Re: [android-developers] Re: Sending and reveiving mails in emulator

2010-07-13 Thread Sean Hodges
On Tue, Jul 13, 2010 at 9:13 AM, Danny Schimke
 wrote:
> Hi,
>
> I tried, but I am not able to get it to work. I don't used the Account
> & sync options this time. I created a new device, checket whether I
> have internet connection and started the Email app. I have to enter my
> username and password. Then I have 2 Options: "Next" or "Manual
> Setup". If I choose "Next" the emulator is not able to connect to the
> server. I tried "Manual Setup", choosed IMAP and edited everything
> correct (server: imap.gmail.com, SSL, port 995 - also tried using no
> SSL). The app checks the incoming server settings for many seconds and
> then the error "Unable to open connection to server" occurs.

I just tested this myself. I entered my email address and password
into the Email app and clicked "Next", it successfully connected to my
GMail account and displayed my inbox. I didn't need to click "Manual
Setup" or change any server settings.

My only suggestion is that you might have a firewall running on your
PC that is blocking the emulator from accessing certain ports. Try
turning any firewall software off on your machine as a test (and
remember to check your router/switch settings too).

If you are still having a problem then you might be looking at a bug,
make sure you have the latest version of the emulator in case it has
since been resolved.

>
> I think it could be a bug/issue that should be fixed... I don't know:
> should I give up or try to get it to work. But I think I've done my
> steps correct. I can't believe that this is my fault...

If you believe you have discovered a bug/issue, you should report it.
Go to http://b.android.com and log your issue there. I ran a quick
search on the issue list for any existing bugs and didn't find any,
but have a look yourself in case I missed one.

>
> Thank you very much!

No problem :)



>
> -Danny Schimke
>
> On Jul 12, 5:00 pm, Sean Hodges  wrote:
>> Don't use the "Accounts & sync" settings to set up the Email app.
>> Those settings are for the Google apps (GMail, Maps, Contacts, etc),
>> not the Email app.
>>
>> Open the Email app and press the Menu button on your emulator, then
>> select "Account settings". The "Server settings" section is at the
>> bottom of the list.
>>
>> On Mon, Jul 12, 2010 at 2:46 PM,DannySchimke
>>
>>  wrote:
>> > Hi,
>>
>> > IMAP dont work too.
>>
>> > I successfully added my Gmail account (Settings > Accounts & sync >
>> > Add Account) using server "m.google.com". When I start the email app
>> > the specified Gmail account is used by it, but I have no chance to
>> > edit the Settings for using pop3 or imap (I can change the settings
>> > for incoming messages but it does not work, I have to use m.gmail.com
>> > without further information to keep the Email app using my account). I
>> > tried to send an message but the mail stays in the outgoing
>> > directory... I also cannot see my labels and (new) messages in the
>> > emulator.
>>
>> > In the web I found no solution for this or a similar issue...
>>
>> > I tried using SDK 7 and 8!
>>
>> > -DannySchimke
>>
>> > On Jul 12, 2:51 pm,DannySchimke
>> > wrote:
>> >> Hi Sean,
>>
>> >> first: thank you for supporting me!
>>
>> >> Some information:
>> >> In the Eclipse preferences and the "Additional Emulator Command Line
>> >> Options" of my project I added the "-http-proxyhttp://proxy:3128";
>> >> property, because I'am behind a proxy.
>>
>> >> 1. started the emulator device
>> >> 2. opened the web browser and try to go to "http://www.ebay.de"; for
>> >> example - it worked
>> >> 3. opened "Email" app and entered email address and password for my
>> >> Gmail account - clicked "Manual setup"
>> >> 4. selected POP3 as account type
>> >> 5. changed POP3 server to "pop.gmail.com" and changed security type to
>> >> SSL (port 995)
>> >> 6. clicked "Next" to finish configuration of my mail account - got an
>> >> error "Setup could not finish - Unable to open connection to server"
>>
>> >> When I returne to the browser and try to open a website it does not
>> >> load... I have to restart the emulator to get (re)access to the
>> >> internet. IMAP in my Google Mail is activated I'll try to configu